Adeleine Workspace for MYM
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Adeleine debuted in Kirby 64: The Crystal Shards, where she met and befriended Kirby after being possessed by Dark Matter and defeated by the star warrior. As repayment for driving the demon out of her, Adeleine guides Kirby to the next stage, and shows up throughout Kirby's quest to paint helpful items for him, sometimes inadvertently giving him clues to find Crystal Shards.
Adeleine is a budding young artist, but her skills with the brush are simply majestic. They're so majestic, in fact, that her paintings literally come to life. It's through this that she proves herself a valuable addition to Kirby's team, as well as a strong contender in Brawl!
Perspective
An artist's perspective changes a lot about their paintings, giving them different meanings and messages. In Brawl, Adeleine switches between four different perspectives via her Specials, which allow her other attacks to function slightly differently. For example, the Up Special sets Adeleine's Self Perspective, wherein she'll find all her recovery, healing, and defensive moves, while her Side Special triggers her Power Perspective, where Adeleine finds the moves that are viable for KOing foes. When using any of her Specials, Adeleine simply twirls her brush in her hand quickly, taking about a quarter-second. The animation is the same for all four Specials, so it keeps your opponent guessing.
Gallery
Adeleine's "gallery" of paintings can only have three at a time. In other words, only three painted creatures may exist per Adeleine player on the field at any given time. These can only be destroyed by Adeleine herself, unless an opponent knocks them over the edge of the stage; they don't have HP that can be depleted. When Adeleine exceeds her gallery's quota, her oldest painting will simply vanish as the new one is painted.
Size ~ 6/10
Adeleine stands about the height and width of Ness or Lucas.
Weight ~ 3/10
Adeleine is a bit of a lightweight.
Movement ~ 5/10
Adeleine isn't speedy moving around, but she's not slow. This applies both on the ground and in the air.
Traction ~ 5/10
Adeleine doesn't slip around too much, but neither does she stick to the ground.
Jump ~ 6/10
Adeleine's jumps are just a bit above average.
Fall ~ 5/10
Adeleine's not particularly floaty, but not a fastfaller either.
Atk Spd ~ 10/10
Adeleine's attacks happen lightning-fast, but largely consist of trap-type moves that will take some time to perform their functions. Regardless, she suffers very little lag.
Neutral ~ Free Perspective
An open-minded perspective gives Adeleine a range of attacks, none of which are especially good at any one particular thing. Basically, this form is without any glaring weakness or strength. It's an effective middle ground for new Adeleine players to start on, and for experienced players to rely on as necessary.
Side ~ Power Perspective
An emphasis on power in her strokes makes attacks in this perspective powerful and threatening, but is sometimes detrimental to Adeleine herself, as such an outpouring of energy is likely to take its effect on the budding artist.
Up ~ Self Perspective
This introspective outlook gives Adeleine a variety of self-help moves, mainly by way of recovery, healing, mobility, and defense.
Down ~ Mystery Perspective
Elusive as they come, this perspective is full of unpredictable traps and unusual attack methods. This perspective is arguably the hardest to use right, but is deadly in the hands of a good player.
Neutral ~ N-Z
Adeleine, in one swift stroke, paints an N-Z, a Waddle Dee-like enemy with a black body and white feet. This happens quickly, with barely any startup or ending lag. N-Z are surprisingly resilient and can't be sent flying at all.
A Free N-Z will simply stand in the place it's painted, essentially functioning as cannon fodder for Adeleine. It can absorb an infinite number of hits, only falling over when hit, and quickly standing back up.
Power N-Z will instead run back and forth on the platform they're painted on, at about Jigglypuff's running speed, dealing 3% damage and weak upward knockback to anyone they hit, including Adeleine. They'll turn around at ledges and walls, covering the entire width of the platform with their run.
Those N-Z created in the Self perspective will attempt to follow Adeleine around, despite her running speed exceeding their own. They'll absorb hits just like the Free N-Z, but following behind Adeleine, can be more valuable in certain situations. They'll always try to get behind her, so don't count on them to block any frontal assaults, and also note that a stationary shield is sometimes better for your purposes.
Mystery N-Z are a peculiar breed. These stand in place, serving no apparent function and dissolving into a black cloud at the slightest hit from enemy attacks. If they manage to hang around for three seconds, though, they'll suddenly vanish and reappear behind a random opponent, leaping toward them in a single small bound, dealing 3% damage and weak upward knockback. They'll perform this same attack every three seconds, if kept alive.
Forward ~ Galbo
Adeleine quickly paints a Galbo, a fiery enemy with a large mouth that comprises the better part of its body. Galbos have the ability to spew flames, generally doing so in spurts. These have little lag to paint, though not as little as easy paintings like the N-Z. Galbos are somewhat heavy, being mildly difficult to knock around.
Free Galbos sit in place with their eyes closed, suddenly opening them and breathing flames every three seconds for about a second, over a range similar to a Fire Flower, dealing similar damage. They won't damage Adeleine, so hiding in the flames is often a smart idea.
Power perspective Galbos are more dangerous about their attack, spewing a fireball every three seconds the size of Kirby that shoots forward as fast as the pink puffball dashes. These deal 15% damage and good horizontal knockback, disappearing on impact, but Galbo will only fire off two of them before stopping, sitting there idly for the rest of its lifespan.
Self Galbos breathe hot air instead of flames, which is soothing to anyone (even opponents) directly in front of their mouths. They'll do this for a second at a time, healing for 2% damage during that second, before waiting the normal three second interval.
Mystery Galbos spew a deep purple smog (Fire Flower's range), which deals no damage, but reverses enemies' up/down and left/right controls for five seconds. The rate of attack for these Galbos is the same as the others.
Up ~ Tick
Adeleine can quickly paint the simple Tick, and does so almost effortlessly, right in front of her. Ticks are light and easy to send flying off the screen, with the exception of Mystery Ticks, who cannot be hit.
Free Ticks stap sit idly on the ground, extending their needles upward stabbing in a pattern. They'll sit still for two seconds, then extend their spike for two seconds, repeating this cycle endlessly. Their stab deals 10% damage and pretty good knockback.
A Tick made in the Power perspective sits idly on the ground until an opponent comes within the range of Marth's Up Smash directly above it, at which point it will instantly extent the spike on its head, creating a tall, thin hitbox that deals 15% damage and pretty good upward knockback. It holds the spike for half a second before retracting it again. After retracting the needle, it has to wait five seconds to attack again.
Self Ticks aid Adeleine in getting off the ground, sitting idly until she runs up to them, at which point they'll project their spike upward, sending Adeleine twice her normal jump height into the air.
If Adeleine paints a Mystery Tick, it will take about a second to sink into the ground (it does nothing to opponents during this time), at which point it can no longer be seen or hit. If it does this on a pass-through platform, it will fall through, but on solid platforms, it will sit and wait in the ground, stabbing upward like a Free Tick when an opponent passes over it. These Ticks are weaker, however, dealing only 10% damage and weak upward knockback.
Down ~ Mite
Adeleine paints a Mite quickly, in only a single, swift stroke. Mites are frail and are easily knocked around, but will often dig underground to become invulnerable.
Free perspective Mites will begin digging at the ground the instant they're painted, making their way underground. This takes them about two seconds, and anyone who touches them as they do this will take 8% damage and be buried. After this, the Mite does nothing.
Power Mites dig down like Free ones, but much more quickly, taking about half a second. This part of the attack deals no damage now. After they get down, however, they'll sit and wait for an opponent to step on them, at which point they'll hop up, dealing 10% damage and moderate upward knockback. After they've done this, they'll dig underground again.
Self Mites dig endlessly, never moving underground and not burying opponents. Every second or so, they'll kick up a rock about the size of a Pokeball item, kicking it toward Adeleine. They can generally reach her if she's within about half of Battlefield's length. These rocks will damage enemies for 5% damage and flinching knockback, but can't damage Adeleine, serving as cover fire more than anything else.
Mystery Mites repeatedly slap, rather than dig into, the ground. This creates a cloud of dust around them about the size of Bowser. Opponents who enter the cloud will move slowly, as if affected by the Timer item, for the next five seconds.
Dash ~ Hack
Adeleine skids to a stop as she paints a Hack in two swift strokes that take about a quarter second to perform. This axe-like creature is heavy and hard to knock around.
A Free Hack will simply run forward after being drawn, moving at about the speed of Mario's run. If it reaches a ledge, it will hop down it, landing on lower ground if possible, before running forward again. Anyone it hits will take 8% damage and weak downward knockback.
Power Hacks run forward similarly to Free Hacks, but upon approaching an enemy, will swing their heads backward and then throw them forward, planting into the ground. This happens with moderate startup lag, and the powerful axe swing deals 18% damage and great diagonal knockback. Unfortunately, after performing this once, Hack gets its head stuck in the ground, and becomes useless.
A Self Hack serves as a projectile reflector as it runs forward. These won't deal any damage or knockback as they run, but their metallic heads will gleam as projectiles approach them, reflecting the projectiles back at their users.
Mystery Hacks don't run like the others, but sit in place and swing their heads forward, releasing the axe blade as a boomerang-like projectile. It travels forward the distance Link's boomerang does if Smashed before returning to Hack, moving at about the speed of Luigi's fireball the whole way. The whirling blade deals 10% damage and flinching knockback upon hitting someone, and will drop to the ground as it does, rendering Hack useless after he scores one hit. As long as he keeps missing, though, he'll continue to throw his boomerang head as soon as he gets it back.
Forward ~ Fishbone
Adeleine paints a Fishbone with three sweeps of her brush, this taking a slightly longer amount of time than most paintings due to the different colors. Note that only in the Power perspective can Adeleine charge up this attack, in which case she'll simply continue painting over the completed Fishbone as she charges. Fishbones are somewhat light and easy to knock around.
Free Fishbones will launch their large red heads forward to attack, sitting in place as they do so. The sharp projectile travels forward for half the length of Battlefield or until it strikes an opponent, dealing 8% damage and flinching knockback. It fires one every two seconds, the smaller pieces growing to become larger and moving up the body, with a new small piece appearing every time.
Power Fishbones swim forward in a haphazard pattern, similar to Mewtwo's Shadow Ball in Melee, at about the same speed. They proceed forward indefinitely, plowing through enemies they run into while dealing 12 - 20% damage and good diagonal knockback.
After painting a Self Fishbone, Adeleine will swiftly grab it and hold it in her free hand. This means she can't grab items, but as long as she's holding the Fishbone, it will stab at opponents who grab her, releasing her from the grab and dealing 2% damage and flinching knockback to them.
Mystery Fishbones collapse into three pieces on the ground as soon as they're painted. Three seconds later, vibrating a bit in the second beforehand, the three pieces each rocket upward at the speed of Sonic's dash, at random angles up to 45 degrees from the vertical either way, each dealing 5% damage and moderate knockback toward the next (the red toward the orange, orange toward yellow, and yellow toward red).
Up ~ Snipper
Adeleine paints a Snipper around her, its massive claws surrounding her evenly. The Snipper is about the size of Bowser, and is very heavy. Because of its large size, it takes Adeleine a bit longer to paint the Snipper, having above average lag. Just like with the Fishbone, only the Power Snipper is capable of being charged up.
Free Snippers will snap their claws shut once after being painted, almost instantly, before retreating into the ground, never to be seen again. The claws deal 12% damage and pretty good upward knockback if they hit.
Power Snippers behave much like Free Snippers, but are capable of charging their crushing claws to deal 15 - 25% damage with good upward knockback, though the closing of the claws is considerably slower. These also retract into the ground after snipping once.
After being painted, Self Snippers will quickly grab onto Adeleine with their claws, holding her tightly. Until she moves (or after three seconds), the Snipper secures her in place, essentially giving her superarmor. She is still capable of performing attacks from the Snipper's grasp, but it will let go as soon as she moves away.
If a Mystery Snipper is painted, it will take about half a second to lightly touch the tips of its claws together above it. As it does so, its entire body turns to stone, and becomes a stage obstacle, capable of running into and being stood upon. Characters can also push it around at the same speed they could carry a crate. When any of Adeleine's paintings' attacks strike the Snipper statue, it will explode, damaging anyone within a short distance of it for 18% damage and decent knockback away from its center.
Down ~ Plugg
Adeleine paints a Plugg in front of her. Plug takes a moderate amount of time to paint, but nothing overwhelming. Pluggs have a moderate weight, being able to be knocked around somewhat easily. As with Adeleine's other Smashes, only Power Pluggs can be charged up.
Free Pluggs jump into the air a short distance, flipping over to plug themselves into the ground. This takes them about half a second, and as they do so, two balls of electricity about the size of a Party Ball shoot out in either direction. They shrink as they go, disappearing after traveling one-fourth the length of Final Destination. These deal 10% damage and stun enemies like Zero Suit Samus' Paralyzer. After this, Plugg's head is stuck in the ground, and he becomes useless.
Power Pluggs sit still for about a second after being painted, shivering violently. After a full second has passed, they'll short out and explode, dealing 18 - 30% damage and high diagonal knockback within about the range of a Blast Box. The battered Plugg sits on the ground after the explosion, and does nothing.
Self Pluggs will stand in place, doing nothing until Adeleine runs past them. If she does so, the Plugg lets out a brief electric shock, jolting Adeleine. For the next five seconds after this, Adeleine has 1.5 times her normal running speed and jump height! This can be done multiple times, but Plugg will not shock Adeleine again until the effects of the first jolt have worn off.
Mystery Pluggs sit in place with their eyes closed, creating an unstable magnetic field around them. It turns on and off every two seconds, starting out off as they're painted. The magnetic field pulls anything within a Smart Bomb explosion's radius toward Plugg at Mario's dashing speed.
Neutral ~ Zeban
Adeleine paints a green Zeban around her, which is just big enough to fully encompass her. She does this in one full-circle sweep of her brush, this being a quick painting. Zeban cannot be hit by opponents, and attacks made on him will simply pass through.
Free Zeban are essentially a random escape tool for Adeleine. The Zeban will instantly spit Adeleine in a random direction, she moving about the distance a Fire Fox travels before regaining control. She has superarmor for the duration of this launch, so it's a decent escape method, though the random direction can be difficult to work around at times. After launching Adeleine, Free Zeban sit helplessly, doing nothing.
Power Zeban take a little longer to spit Adeleine out, swelling up for about half a second before they do. After this, they'll spit her toward the nearest enemy, for a similar distance. Unlike the Free Zeban, the Power Zeban's launch does not give Adeleine superarmor, but she does become a high-priority hitbox while launching, which deals 12% damage and pretty good diagonal knockback. Power Zeban do nothing after launching Adeleine, and Adeleine enters a helpless state if she ends up in the air.
Self Zeban are one of Adeleine's recovery options. They'll swell up like Power Zeban before spitting Adeleine out, but have a different target than their Power counterparts. If a ledge is within the area they can shoot Adeleine, they'll fire her toward the nearest one, she sweetspotting the ledge as she hits it. If a ledge is not within their range, they'll simply fire Adeleine toward the absolute center of the stage. Adeleine enters a helpless state after this, and the Zeban also becomes useless.
Mystery Zeban will swell up like Power and Self Zeban, but will then rapidly melt and stick to Adeleine's body. This takes about a second to full perform, but leaves Adeleine coated in a thin film of green slime, which lasts for the next ten seconds (or until the Zeban is destroyed by Adeleine painting new creatures). This sticky film prevents Adeleine from bouncing off of surfaces she's knocked into, she instead sticking to them firmly. For example, while Ganondorf's Down Aerial is likely to bounce her off the ground and up to her death normally, while this film remains, Adeleine would simply stick to the ground, falling on her back or front. If she strikes a floor, this will always be the case. In the event that she's slammed against a wall or ceiling, she'll retain an aerial pose, able to use her Aerial Attacks immediately.
Forward ~ Pteran
Adeleine performs a single sweep of her brush overhead, very quickly, painting the Pteran. Pterans are easily knocked away, as they're very light.
Free Pterans will fly directly forward from the point they're painted at, moving at about the speed of Ness' PK Thunder projectile. Anyone they contact, they'll deal 7% damage to.
Power Pterans begin flying forward like Free ones, but after traveling about one-fourth the distance of Final Destination, will make a sharp plummet downward, angling themselves up to 20 degrees from the vertical to aim at an opponent. The beginning of their flight deals no damage, but the powerful plummet downward, during which they'll move slightly faster, deals 18% damage and strong upward knockback. After hitting the ground, the Pteran gets its beak stuck, and is useless.
After painting a Self Pteran, Adeleine will reach up quickly and grab onto its feet. She then has the ability to control its flight path, essentially being able to perform a glide like those of characters like Meta Knight or Pit. She has no Glide Attack, letting go upon any button press and entering a helpless state.
Mystery Pterans flap their wings like other Pterans, but don't move at all. Instead, they form a whirlwind around them, which takes about two seconds to fully form. The whirlwind, which is about as tall and wide as Ganondorf, will pull in closeby opponents and spin them around for a second before throwing them upward, out of the whirlwind. This deals 5% damage and make the opponent unable to use attacks for the next three seconds.
Backward ~ Scarfy
Adeleine spins around twice, sweeping her brush behind her each time to paint a Scarfy. Despite what it sounds like, this is a relatively fast painting. Scarfy are somewhat heavy, and have an alternate form they'll take for some paintings--a one-eyed brown creature with fangs that otherwise looks much like the form shown above.
Free Scarfys will sit in place until hit with an attack from an opponent. When the opponent's attack hits, so long as Scarfy remains within one Negative Zone's area of the perpetrator after being knocked away, Scarfy will take on its beast form, following the opponent at the speed of Lucas' PK Thunder (and with similar turn radius) until it touches them, where it will explode, dealing 10% damage and flinching knockback. This will destroy Scarfy.
Power Scarfys are painted in beast form to begin with, and will immediately start chasing the closest player. Unfortunately, as you may have guessed, that's almost always Adeleine, so she'll have to draw them toward another player in order to not be hit. They explode on contact, dealing 14% damage and moderate upward knockback.
Self Scarfys, when painted, appear in beast form, and will quickly bite onto Adeleine and throw her upward. This happens in about a second, and will deal 10% damage to Adeleine. The upward knockback, however, is often useful for recovery, being roughly equivalent to that of Mario's Up Throw. Note that this does NOT put Adeleine in a helpless state like her other recovery options. After tossing Adeleine up, Scarfy returns to its cute, normal form, and becomes useless.
Mystery Scarfys behave just like Free Scarfys, only they must be hit to be kept at bay! Every five seconds, if these cute creatures haven't been hit at least once in the previous five seconds, they'll target within a Negative Zone's radius, targetting the closest opponent and homing in like Free Scarfys do, dealing the same damage and knockback with their explosion.
Up ~ Propeller
Adeleine paints a Propeller in one overhead sweep of her paintbrush overhead, doing so quickly. Propellers are light and easy to knock around.
Free Propellers sit in the place they're drawn, periodically creating a cloud of ice around them, covering an area about as large as King Dedede. They'll switch the icy cloud on and off every second. The icy blast deals multi-hit damage like the Ice Climbers' Blizzard, up to 10% each time.
Power Propellers sit in place like Free ones, but won't do anything until an opponent comes onto a direct vertical or horizontal alignment with them. In other words, the opponent must be directly above, below, to the right of, or to the left of the Propeller, at which point the Propeller will start moving in that direction, at about Jigglypuff's dashing speed. The Propeller still has the ability to target, despite moving only in a straight line, adjusting its path if another opponent (or the same one) lines up with it in a different direction. In this way, these Propellers target opponents. Dodging past a Propeller as it passes will lose it. These Propellers deal 8% damage and weak upward knockback when they hit an opponent, but until dodged or knocked away, will continue to strike at the opponent.
Self Propellers are instantly grabbed by Adeleine and carry her upward. They'll carry her up like Snake's Cypher, and she can let go at any time by dodging. If she doesn't let go prematurely, this carries her almost as high as Snake's Cypher. However, once she lets go, unlike Snake, she enters a helpless state, and the Propeller flies off the top of the screen.
Mystery Propellers hover in place until an opponent passes below them, at which point they'll turn to ice, frozen solid. This happens almost instantly, and the Propeller then proceeds to drop at high speed, about what Sonic travels upward during his Spring Jump. Upon striking an opponent or the ground, the Propeller explodes into a cloud of frozen shards about the size of Bowser. These shards deal multi-hit damage up to 20%, but the Propeller is destroyed by this act.
Down ~ Zoos
Adeleine paints a Zoos below her in two swooshes of her brush. This takes a little longer than most paintings, but is still quick. Zoos are easy to knock around, being very light.
Free Zoos sit in place, squeezing a droplet of water out of their clouds every two seconds. These droplets fall down at the speed of Ness' PK Thunder projectile, and deal 3% damage plus very weak set downward knockback. It's just enough to knock opponents off their feet if they're standing on the ground, and isn't especially useful for spiking.
Power Zoos sit in place as well, but will throw lightning bolts about the size of Squirtle out of their clouds. They'll alternate sides, throwing one bolt every second. These are thrown in arcs that can vary like the Hammer Bro. Assist Trophy, covering a similar area, though Zoos never jumps. These lightning bolts deal 12% damage and stun opponents like Zero Suit Samus' Paralyzer.
Self Zoos will let Adeleine land on their cloud as she falls past them. She can remain on the cloud for three seconds, moving it as she pleases by tilting the control stick. The cloud moves about as fast as Pit during his Up Special. Adeleine can jump off the cloud, finishing the move prematurely, if she wants. Whether time runs out or she jumps, Adeleine will enter a helpless state after this, and the Zoos' cloud dissolves, the creature vanishing in a puff of smoke shortly after.
Mystery Zoos will sit idly until an opponent comes within a Battlefield platform's length of them, at which point they'll dart toward the opponent at high speed, until their cloud covers the victim's head. They can still be knocked away, but as long as they're not, they'll deliver a jolt to their victim every second, which deals no damage or knockback, but provides an automatic interruption of anything they're currently doing.
Grab ~ Normal
Adeleine reaches forward to grab with her free hand. This is nothing special, having a similar range and speed to Mario's grab.
Pummel ~ Special
Adeleine has no traditional "Pummel," but is capable of using all of her Special Attacks with an opponent grabbed. Holding the grab button after a grab and tilting a direction (or not tilting at all for Free perspective) will cause her to twirl her brush in one hand when the button is released, making her able to change perspectives before throwing her opponent.
Forward ~ Ghost Knight
Adeleine paints a Ghost Knight in two swift strokes, between herself and her enemy. Ghost Knights have a moderate weight.
Free Ghost Knights will simply stab their lance forward into the enemy, dealing 10% damage and pretty good diagonal knockback. They'll sit in that same spot afterward and stab anyone who gets within range, which is similar to Marth's Shieldbreaker. The stab takes about half a second to perform, with some startup and ending lag.
Power Ghost Knights perform a horizontal sweep of their lances, beating their enemy hard for 15% damage and good diagonal knockback. Unfortunately, they'll spin around after this and become dizzy, unable to do anything else.
Self Ghost Knights, after being drawn, do not attack Adeleine's victim, but will give Adeleine their lance, which she can then use as a battering item. She lets go of her victim as she takes the lance. The lance is equal in power to the Lip's Stick item, and has a similar range, but doesn't have the added effect of a flower.
Mystery Ghost Knights will perform two quick slashes toward their victim, drawing an "X" over them. This deals no damage or knockback, and the foe is then released. For the next three seconds, they are unable to use their Neutral Special attack.
Backward ~ Emp
Adeleine quickly paints an Emp between her and her opponent. After doing so, she tosses her opponent behind her onto the ground. They'll take only 3% damage from this toss. This all happens rather quickly. Note that Emps are light and easy to knock around.
Immediately upon being painted, Free Emps will don a scared expression, presumably upon seeing Adeleine's opponent. They'll close their eyes and turn around, running blindly. Moving at about Mario's dash speed, they'll deal 12% damage and flinching knockback to anyone they hit, which will almost always include the opponent Adeleine tossed backward.
Power Emps have mustered a little more courage, and will puff up their bellies and turn around to face the opponent on the ground. As long as the opponent lies still, Emp won't do anything, but he'll charge as soon as Adeleine's victim stands up (rolling dodges and Situational Attacks will count toward this). At that point, Emp will make a Skull Bash-esque dive in that direction, dealing 15% damage and good diagonal knockback if he connects. A player who knows what's going on will usually be able to avoid this hit, but when the other possible Emps Adeleine can paint are factored in, it's not so obvious.
Self Emps will turn toward Adeleine after she tosses her victim, and will blast her with cold air. A thin layer of ice forms around Adeleine, which will absorb exactly 15% damage without Adeleine taking any. After taking 15% damage, the ice will break off. She'll still take knockback from attacks, but the damage-blocker is very handy. This takes about a second to fully perform.
Mystery Emps stand in place after being drawn, growing slightly every second. Every time it grows, it gains a small amount of weight, but after the fifth growth spurt, it suddenly becomes immovable by hitting, now being about Bowser's size. This large penguin will lumber in a random direction, at about Ganondorf's walk speed, dealing 12% damage to and burying anyone he runs into. Upon falling over a ledge or hitting a wall, the massive penguin will pop, disappearing instantly.
Up ~ Bronto Burt
Adeleine paints a Bronto Burt over her enemy's head in a very short amount of time. Bronto Burts are light and very easy to send flying away.
Free Bronto Burts will grab onto their victim's heads and start flying straight up, at about Kirby's falling speed. This deals no damage, but opponents will have to struggle to break the grip before being carried off the top of the screen. Bronto Burt will stop and release the victim if he runs into a ceiling.
Power Bronto Burts fly up a short distance, then divebomb into their victim. Adeleine can still lose her grip on the enemy during this time, and the full attack takes about a second. If Bronto Burt hits, he'll deal 18% damage, knocking the opponent to the ground. This impact also dazes Bronto Burt, though, and he becomes useless as he collapses to the ground.
Self Bronto Burts won't attack Adeleine's opponent, and she'll simply release them after painting one. These will hover over Adeleine's head until they're destroyed, and will boost her jump height to 1.5 times normal every time she jumps. This applies to both ground and mid-air jumps.
Mystery Bronto Burts will quickly drop to the ground and glare forward, as Adeleine releases her opponent from her grip. They'll sit there indefinitely, and any opponent who comes eye-to-eye with them will constantly take damage (4% per second) until they break eye contact.
Down ~ I3
Adeleine flings her brush into the air about the height a Fire Fox can travel, it spinning in mid-air as it paints an I3 right above her opponent's head. She then catches her brush as it comes down. This is Adeleine's longest painting by far, and the opponent may still break the grip during the painting of the I3. I3 cannot be moved by enemies' hits, and is roughly the size of a crate.
Free I3s will simply drop on Adeleine's opponent, dealing 14% damage and burying them before the I3 disappears. This takes about one second.
Power I3s will hover in mid-air, turning their eye as best they can to look downward. They'll then close their eye and release a massive laser from the bottom of their cube, which is as wide as the cube. This brief laser will travel through ground and anything else in the way, dealing 25% damage and great diagonal knockback. Unfortunately, Adeleine is also caught in the beam, so she'll take the damage and knockback as well. Use wisely.
Self I3s will hover over Adeleine's opponent as she lets them go. They'll continue to hover as the battle goes on, and will drop similarly to the Free I3s only when Adeleine's opponent hits her. On the plus side, this serves as a guard against comboing, but it also means that your opponent can do a quick, easy attack and then dodge the I3.
Mystery I3s drop just like Free I3s, but instead of dealing damage, they'll simply shrink their unlucky victims, who suffer the same statistical changes as they would under the effects of a Poison Mushroom. This effect lasts for the next five seconds, and can't be stacked.
Final ~ Dark Matter
Adeleine takes about two seconds to paint four Dark Matters around her, each about the size of Kirby. The Dark Matters will last for 15 seconds, each doing something different (due to all being painted in a different perspective). Adeleine becomes vulnerable after painting the Dark Matters, and they do not count toward her gallery quota.
The Free Dark Matter hovers around aimlessly. Every few seconds, it'll flash brightly and spit out an enemy akin to one of Adeleine's paintings. The one it spits is random between those available in the Standard Attacks, Smash Attacks, and Aerials, and will always have the same abilities as a Free perspective painting. These enemies don't count toward Adeleine's quota, but will disappear when the Free Dark Matter creates a new one. Essentially, this Dark Matter has its own quota, which is only a single enemy.
The Power Dark Matter rushes blindly about the stage, darting through walls and floors similarly to Pikachu during his Volt Tackle. He has no aim, simply darting about randomly at high speed, dealing 20% damage and good knockback in the direction he's traveling to any opponents he hits.
The Self Dark Matter revolves around Adeleine, serving as a high-priority shield that will block any attacks that hit it. It circles at a moderate speed, so well-timed attacks can still get through, but the circle is tight enough that Adeleine is generally well-protected. Enemies that touch this Dark Matter are given weak knockback away from Adeleine, but no damage.
The Mystery Dark Matter sits in place, doing nothing until an opponent comes within a Smart Bomb explosion's radius of it, at which point it will begin to follow them as fast as Lucas' PK Thunder projectile. This Dark Matter will not switch targets, and will travel around stage obstacles to reach its target. If it does so before disappearing, it will possess the victim, taking full control over their actions until it goes away. Opponents caught by this act similarly to how they do in Luigi's Negative Zone, and will frequently fall asleep or perform taunts against their will. Possessed opponents still have some control over their actions, but will randomly perform actions that weren't input or receive status conditions like sleeping or dizziness.