"Smash Bros Quickies" By NudeBeach (https://pastebin.com/u/NudeBeach) URL: https://pastebin.com/w6ybB9GC Created on: Wednesday 24th of May 2017 07:19:30 AM CDT Retrieved on: Saturday 31 of October 2020 03:54:30 PM UTC Zeke & Julie (Zombies Ate My Neighbors) Note: You only play as one at a time; it works like picking male/female Robin or Corinne. They have four costumes each. Up+B: Extinguisher - Chosen character shoots a fire extinguisher straight down, propelling themselves upwards for several seconds. They can steer themself diagonally left and right while this is active, and will adjust how they aim the extinguisher appropriately. Enemies hit by the extinguisher's gas are frozen for a few moments and take minor damage. The gas has a narrow but long hitbox. Neutral B: Shoot - Usually shoots a simple water gun, but randomly fires the martian bubble gun (stuns enemies), crossbow (bolts embed in walls for a little bit and can be jumped on by herself or teammates), or the homing gun. Only three shots can exist at one time, and all kinds of shots deal minor damage. The water moves slightly faster through the air than all of the others. This move has almost no start up or ending lag, so the player can use it freely while moving or jumping about. Side+B: Soda Grenade - Throws a time-release projectile (a soda can that explodes into fizz) in a high arc. The timer for the explosion starts counting down when it makes contact with an enemy, object, or floor - not when it's first fired. It will however explode immediately if attacked (including by being hit with another soda can). The can itself does minor damage, and ignores walls (any surface that cannot be stood on) and ceilings (it treats all floors as 'thin' platforms). The explosion does decent damage and knockback. Three cans can be active at once; trying to use the move with three active has the character animate as if throwing another, but nothing comes out. Down+B: Clown Decoy - While standing, Zeke/Julie rustles on the ground for a moment, and an inflatable clown doll springs up directly in front of her. If airborne, a small deflated clown doll will fall out of the character's feet, and inflate once it hits the ground. Clown dolls are about the same size as Julie, and act as solid objects. If they receive enough damage (including from the attacks of the player who spawned them), they will pop, dealing modest damage and knockback to enemies caught in the explosion. Only two clown decoys can exist at one time. Deflated clowns dropped by the air variant deal minor damage and flinch enemies that the fall into - unless they fall for a long enough time (most of a second) first, which will cause them to act as meteor smashes (though this doesn't buff their damage). Clown decoys laugh when they explode, or hit as meteor smashes. Final Smash: Grim Reaper Form - The camera zooms in on the chosen character, as they drink a fizzling, team-color potion and turn into the grim reaper. This last for several seconds, during which they can fly about as they want, ignoring all surfaces and objects. Pressing any button has them do a spinning scythe slash that hits all around themselves for moderate damage and knockback. The attack has only a modest radius, but the character moves relatively fast. Final Smash (ultimate): Pandora's Box - The camera zooms in on the chosen character, and they open a small, golden box. The instant they open it, the screen flashes, and several bursts of golden energy (one for each enemy) emerge from the box. These bursts will lock onto their assigned enemy and chase them relentlessly, ignoring all surfaces and objects. They can be dodged through, but will turn around and come after their target again, potentially several times. They last for a preset amount of time, which means they have more chances to hit closer enemies. Energy bursts deal 10%-15% per hit, and have strong knockback. Zeke & Julie are based on restraining the opponents' movements. They have fast movement speeds and average weight, but low damage and killing power. Rocket (Rocket: Robot On Wheels) Up+B: Super Jump Jets - Uses his booster jets to launch himself upwards quickly. Deals damage on contact until he hits the top of the arc and enters helplessness. Neutral B: Object Toss - Spawns a random object in his tractor beam, which he aims using a moving reticle akin to Yoshi throwing eggs in Yoshi's island. Pressing B throws, pressing A cancels. When he uses the move again, the reticle will start in the position it was in when he last used the move. Weak, but spammable. Side+B: Spinning Wheel Dive - Rocket dives forward, wheel first, piercing enemies and dealing good damage to them, but skidding when he hits the ground. He doesn't lose speed from skidding, but can't get out of it early in any way. Down+B: Freeze Ray - Essentially, the Ice Climbers Down+B, but shorter, with a cooldown, and he can keep moving while using it. Final Smash: Hoversplat - He enters this https://i.ytimg.com/vi/oWKhLkMhskg/hqdefault.jpg which lets him shoot cannonball-like globs of paint at enemies, and gives him a very floaty jump. Rocket is based around using his grab and throws, as he can move freely with a held opponent. He's also very mobile, with his freeze ray not requiring him to stop moving, and his wheel dive letting him pass through enemies to attack. Even his Object Toss is a spam attack designed to be non-committal and keep him moving. Gex Up+B: Tail O'Copter - Gex spins his tail above him, which lets him rapidly ascend like a helicopter, and hurts enemies who touch the tail. Neutral B: Elemental Spit - Gex fires a ball of energy from his mouth, which is randomly assigned an element - out of fire, ice, and electricity. Fire hurts more, ice stuns for a moment, electric is larger. Side+B: Tailspring - On the ground, Gex coils up his tail like a spring and sits on it for as long as the player holds the button, diving in an aimed direction when the player releases, dealing damage that goes up with charge time. In the air, Gex dives forward and does a command throw on contact with enemies. Down+B: Channel Change - Gex pulls out a television remote control and pushes a button on it, which causes him to change to a random outfit. His outfits each effect his stats in different ways. Final Smash: Raysaber - Gex wields a lightsaber, which replaces his attacks with various high-power melee strikes. Gex is the variable one, with his projectiles having random elements, his side+b doing completely different things on the ground and in the air, and his Channel Change special changing his base stats. Though his Up+B is pretty ordinary. Talion (Shadow of Mordor) Up+B: Caragor Dismount - One of these http://vignette1.wikia.nocookie.net/middleearthshadowofmordor7723/images/5/54/Matt-radunz-caragor-alpha.jpg/revision/latest?cb=20160422120130 appears underneath Talion in a flash of blue light, with Talion riding it. The caragor is leaping in a weak arc, and Talion leaps off of it in a stronger arc. Talion's leap has no attack and makes him enter helplessness, but the caragor itself acts as a projectile, and will maul the first enemy it touches, which stuns and damages them throughout the maul (not that it lasts super long). If the caragor hits a surface or is attacked, it vanishes. Neutral B: Elf-Shot - Talion/Celebrimbor fires a shot from his ghostly bow. A moderately-strong projectile with limited but gradually regenerating ammo. Arrows can be charged, and at full charge (which is pretty quick regardless) will stun enemies on the ground. Damage does not go up with charge. With no ammo, he instead throws a knife, which deals shit for damage and has no other properties - not even the rapidness of Fox's laser. Side+B: Shadow Strike - A hit-scan, long-range command throw. Uses ammo from Elf-Shot, and can't be used without it. Down+B: Wraith Burn - A well of blue fire bursts out all around Talion, dealing high damage to enemies suffering from any sort of status condition (including the stuns Talion can inflict), but nothing to enemies who aren't. Final Smash: The New Ring - Celebrimbor appears and strikes his anvil with his hammer, forging a new ring of power, which Talion puts on. Healing him, refilling his ammo, and causes his sword to alight with blue fire. His next sword attack acts as a high-power command throw - though he'll lose the fire and thus the opportunity to do that. Talion is all about finding ways to land the Wraith Burn for massive damage (it hurts like a bitch, but only effects enemies with a status condition, which Elf Shot and Caragor Dismount both inflict). He's also a surprisingly excellent melee fighter, and can use Shadow Strike to close to melee range easily, provided the player is smart about it. Komala Up+B: Calm Mind - Floats upward slowly while hanging a thought-bubble representing a dream. Moves slowly to either side like a sine wave going upwards. Slow, and no damage, but gains a lot of height, and doesn't create helplessness. Can be canceled out of by pressing down. Neutral B: Yawn - Komala yawns and fires a puff of air from its mouth. Reasonable damage, but very slow with low knockback. Side+B: Thrash - Stagger randomly either to the left or right for a moment. On hit, engulf Komala and the enemy in a fight cloud and takes good damage over a few seconds before being violent thrown to one side. Down+B: Nap Time - Drops a pillow that looks like its own log. The pillow makes enemies who touch it sleep. Final Smash: Awakening - Wakes up and furiously tears the shit out of some portion of the screen while invincible, then goes back to bed. Komala, being constantly asleep, steadily regenerates health when not moving. To compensate for this, most of its abilities are sub-par, which also reinforces the 'sleeping' theme. All-Might Up+B: Symbol of Peace - All-Might leaps upwards in an arc of modest height, with semi-controllable forward movement, and will grab the first enemy he touches. After grabbing, he'll continue with his arc as normal and, upon landing, slam the enemy into the ground in front of him via their feet - unless the player presses either back or down after the grab. If back, All-Might will suplex the enemy, travelling backwards. If down, he will hover in place, spin around rapidly while holding the enemy, and then hurl them straight down while descending himself. Neutral B: New Hampshire Smash - A charging attack whose power goes up with charge time. All-Might turns around while charging the move, his back facing the direction he will attack in. When the move launches, All-Might punches the air behind him with such force that it launches him backwards, with the distance increasing with charge time, and the actual damage being done by what is a de-facto tackle. He has super armor one hit of super armor during the tackle. He's vulnerable for a moment after the move ends, as he pauses from the force of it. Side+B: Heroic Spirit - All-Might delivers a series of rapid-fire punches directly in front of him. By mashing the input, the player can increase the number of punches up to a certain limit. Down+B: Detroit Smash - All-Might cups a fist and brings both hands down to the ground, causing a small shockwave projectile to travel forward along the ground. In the air, this is largely the same, save that he slams downwards into the ground from his current height to make it work. Final Smash: PLUS! ULTRA! - A counterattack wherein All-Might simply puffs out his chest with pride, taking the attack like nothing, and then does a short combo on the enemy before using the standing uppercut he used against Noumu on them, which is absolutely devastating. All-Might is slow, but crazy strong with defenses to match. His variable attacks give him tons of pressure. It takes genuine courage to approach a well-played All-Might - not that it's impossible, just intimidating. Fawful Up+B: Vacuum Helmet Upon Heights - Fawful flies upwards using his vacuum helmet, which detaches from him, sending him careening at a downwards angle. The detached helmet will linger for a bit, shooting low-tier projectiles at nearby enemies periodically. Using this again will destroy the detached helmet, if there is one active. Neutral B: Take In Dome Of My Face - A charge move where, while charging, Fawful is encased in the metal dome thing he used at the end of Superstar Saga. It heats up if it gets hit, though incoming damage is reduced. If it overheats with him in it, he takes damage and is effectively stunned for a few moments as he runs around on fire. Completing the charge lets him fire a set of laser balls outwards from himself, which travel in an expanding circle, and pass through terrain. These do modest damage and little knockback, but travel quickly. Side+B: Gun Makingstars - Fawful shoots his raygun, which shoots a big energy star. The stars drift forward slowly, and do good damage on contact, but relatively little knockback. Only one can exist at a time. Down+B: Vacuum Helmet Vacuum - Fawful's helmet sucks the enemy towards them, and, if they touch him, they get their health drained into him for a few seconds. Makes him hover when used in the air. Using this will destroy the detached helmet, if there is one active. Final Smash: The New Boss Person Is Me And You Meet Them - Fawful turns into Dark Fawful, and his mouth opens, revealing the ghost of Cackletta, chained up. She emerges, and bathes the area near her in a damaging spell for several seconds - during which Fawful reverts to his normal form and can be played as normal. Fawful is a trap-master. He's got plenty of tools for clever set-ups, and defensive play, though if he's used poorly he'll just get in his own way, and he can't just thoughtlessly defend forever - especially since his only ko moves are his smash normals. Scorpion Up+B: Doomflip - Scorpion, feet on fire, slides forward slightly (ignoring gravity if he's in the air), and does a high backflip kick that terminates at the top of the arc. He then tumbles down-forward while curled into a ball. This move is powerful, and can be used to start a combo if the enemy is hit at the very last moment, but is telegraphed, and does nothing to an enemy behind Scorpion. Neutral B: Spear - Scorpion fires his spear (the kunai on a rope thing) forward, and, on hit, the enemy is damaged, stunned, and dragged to him, accompanied by one of Scorpion's famous taunts ('C'MERE!', 'GET OVER HERE!'). Scorpion cannot move until the move finishes - either through the shot leaving the screen, or the foe being dropped in front of them - unless he is attacked. He is vulnerable throughout the entire move, but the stun is extremely valuable, as it lasts long enough for Scorpion to charge most of a smash attack, and will even drop the enemy off the level if Scorpion lands it while directly in front of a ledge. The spear itself travels at a modest pace. Side+B: Teleport - Scorpion vanishes, and a translucent duplicate of him remains in place. He reappears near-instantly, a modest distance in front of where he vanished from, and does a short, powerful melee combo while hovering. Depending on the directional input the player uses, Scorpion can reappear facing left or right, and slightly above, or below the horizontal level he left from, or on the exact same horizontal level. This can be used to pass through walls and such, though the player needs to be careful of missing, as the full-combo plays no matter what. Down+B: Hellfire - Scorpion cups his hands and begins shaking with rage while the button is held. A small target appears on the ground in front of Scorpion, this target can be moved left or right via directional input, and, when the button is released, Scorpion will raise his hands, which causes a gout of flames to sprout from the target. This move is not particularly powerful, and has a small hitbox, but breaks shields and counters, and can even block projectiles. Pressing A can cancel the move early, provided B has not yet been released, and pressing the shield button will cancel it while immediately putting Scorpion in a shield state. Final Smash: Burning Rage - Scorpion uppercuts the enemy, who is launched straight up a short distance, before landing where they started from and standing in a stunned daze. A voice yells 'FINISH HIM' (or 'HER' for female opponents), and Scorpion removes his mask, revealing a burning skull underneath, before breathing a stream of fire onto the foe. The fire is much longer than it needs to be, and continues past the foe hit with the uppercut, potentially hitting more foes, as time is not stopped while this move is used. You can even catch multiple foes with the uppercut if you're smart. The fire does high damage, but no knockback, like a souped-up fireflower. If Scorpion proves weak overall, buff this move by adding invincibility to Scorpion afterwards. Scorpion is technical, and can be hard to use, but has high damage and numerous little tricks. In the right hands, he is an absolute hell to fight, and will devastate the enemy. In the wrong hands, he'll be left vulnerable constantly and look like a tool. Vash The Stampede Up+B: Rising and Setting Sun - Vash leaps up and forward in an arc, spinning all the while, and bringing his feet over his head at the top of the jump. Pressing any button during this move will make him fire his revolver towards the center of the arc, and do a small hop forward before entering helplessness. Neutral B: The Smoking Gun - Vash prepares to draw his gun when you press the button once. Pressing the button more will make him fire a hitscan projectile in whatever direction you aim, dealing mild damage and low knockback to any enemy in the way. Pressing A cancels the move. If used in the air, he will simply fire a powerful shot forward, which pushes him backwards from the recoil. Side+B: Badlands SMG - Vash reveals the machine gun in his prosthetic arm, and fires a series of rapid, but weak hitscan projectiles in front of him while the button is held. If used in the air, Vash will fire a clip of preset size diagonally down-forward, which lets him hover in place for a moment. Down+B: Counter - Vash whistles nonchalantly and idly kicks the ground for a moment. If struck with anything but a projectile during this time, he will move behind the enemy too quickly to see, and deliver two punches and a spinning dropkick to the foe, punctuating the hits by shouting "LOVE. AND. PEACE.". Final Smash: Angel Arm - Vash's arm fuses with his revolver, and becomes a giant, quasi-organic railgun. He shouts a warning to the enemy about how they should get out of the way, then fires a gigantic, high-damage laser horizontally across the screen. Vash is, again obviously, the long-range master. He's average in most respects, but gets a lot of mileage out of his projectiles, and can use his counter to discourage meleeing him. His Up+B is even versatile enough to work as dodge and counter if used just right. Crash Bandicoot Up+B: Body Slam - A simple 'jump up and slam down' move, like Kirby's final cutter, though the slam down is basically a belly flop. Only gains a mild amount of height, and has a fixed arc. Neutral B: Spin - Crash does his signature spin attack. The command can be mashed to extend it, which widens his hitbox (though you can only extend it briefly). You can also move horizontally while spinning. Spinning lets Crash do contact damage (though it's a low-priority attack), slows his descent in the air, and can even reflect projectiles. Side+B: Slide - Crash slides forward, foot-first, as a fierce kick attack. Goes underneath high attacks. In the air, goes straight ahead, but can be angled slightly up or down. Down+B: Fruit Bazooka - Crash pulls out a bazooka, which can be aimed in a full 360 degrees around him with the analog stick. Pressing B again will cause him to fire a wumpa fruit in the direction he's aiming. In addition to the projectile itself, a puff of air emerges from the back of the bazooka when fired, which is a powerful short range attack aimed in the opposite direction of where Crash aims. The fruit itself is very weak. Final Smash: Aku Aku - Crash leaps into the air, Aku Aku appears on his face as a mask, and the BGM is replaced by a high energy bongo melody. For the duration of the move, Crash is invincible, and deals contact damage to enemies, while maintaining full mobility, though he cannot use any of his attacks. Crash is all about dat spin - it's almost a little OP, but it's also his only move that's really that good at all. He's also just a little on the agile side. Sonic Blast Man Up+B: Comet Flash - SBM charges forward, so covered in sky-blue energy that he looks more like a comet than a person, and then curves his movement path upwards until he's travelling a high angle, after which he enters helplessness. Neutral B: Sonic Blast - Sonic Blast Man winds up a punch, steps forward, and throws it, firing a blue energy projectile forward. The shot is good all-around, but takes a moment to come out. Side+B: Justice Roll - SBM rolls forward along the ground, ducking under high attacks, and travelling further than his actual dodge-roll, but still being vulnerable to low attacks. The player can follow this up by inputting either B, Up+B, or Back+B, cancelling the roll into an attack. B makes SBM throw a powerful straight punch wherein energy duplicates of his fist appear above and below it, Up+B has him do an uppercut while sliding forward along the ground, and Back+B makes him hop backwards and throw a windmill punch that fires an energy wave forward. Of these, the uppercut comes out fastest, and the windmill punch does the most damage. Down+B: Downwards Sonic Blast - SBM punches the ground in front of him, causing Sonic Blast energy to come out of it as a geyser that moves forward for several seconds. Sonic Blast Man is free to move and act while this is active, though using the move again will destroy the first one. If used in the air, he'll simply fire a Sonic Blast at a diagonally down-forward angle, though if it hits a floor, it'll do the geyser thing all the same. Final Smash: Worldshaker - Sonic Blast Man raises his fist upwards and turns towards the screen, shouting "I fight for freedom!". When his player presses any button after this, he will punch the ground, yielding an earthquake that deals damage to all foes touching a surface in the level. As the player puts off pressing a button, the punch charges, causing a ball of energy to appear on SBM's fist and steadily grow - though he'll automatically unleash the punch after a time. The damage of the earthquake goes up as the move is charged. When the punch is unleashed, a spiky red-and-yellow word balloon appears over SBM's head, displaying the strength of the punch in megatons (it starts at 1 and caps at 300). Sonic Blast Man could be renamed 'Captain Aggressive' - everything he does moves him forwards, and he generally wants to be in the fray, mixing it up with his powerful punch moves. Lucca Up+B: Float Flare - Lucca levitates for a short time, while fully controllable. Tiny explosions occur at the center of her position, though this is just cosmetic. If she collides with an enemy, an explosion violently emerges from her. Lucca moves at double speed while using this move if she touches the zone from Fire 2. Neutral B: Flame Toss - Lucca shoots out a small stream of fire from her hands. The player can hold the button to keep it out longer, and move the analogue stick to spin it around her freely. When the button is released, the stream flies out in whatever direction it is facing. If the flames touch the zone from Fire 2, they turn red, animate faster, and do extra damage and knockback on contact. Side+B: Mega Bomb - Lucca throws a grenade forward in an arc. The toss is chargeable, with more charge time yielding more speed, and thus, more distance. The bomb explodes a few moments after colliding with something (or instantly if it hits fire), which creates numerous small explosions around it. If Fire 2 is active when Mega Bomb detonates, the zone is destroyed, and Mega Bomb gains a final, larger and more powerful explosion at the end of its detonation. If Mega Bomb detonates within the Fire 2 zone, this final explosion is even bigger and stronger. Down+B: Fire 2 - Lucca hovers in place while damaging fire orbits her for a moment. A red circle emanates from her current location, and hangs in the air, while she becomes controllable again. This circle acts as a damaging zone when enemies come into contact with it, though it only causes minor damage and flinching, no knockback. This zone steadily expands until it vanishes entirely after a short time. Using Fire 2 while a zone is already active destroys the active zone. Final Smash: Zonker 38/Wondershot Combo - Lucca pulls out two different high-tech pistols and lunges forward. If she hits someone, she fires a shot from both guns into them, then jumps back, and leaps over them in a graceful arc, shooting shots from either gun into the enemy rapidly before landing and knocking them away with a golf swing from one of her hammers. If she doesn't hit someone with this, she'll instead fire a black-and-blue energy orb upwards a short distance with one gun, where it hovers in place, before shooting it with a missile from the other gun, which causes the orb to explode, and shoot projectiles made of black/blue energy and fire outwards in eight directions. Lucca wants to set up her Fire 2 zone, and use other specials in tandem with it to get the most out of both. Without that, she's sub-par, but whether she uses the zone properly or not, she can be played as a ranged character or a melee one. NOT DONE YET OKAY PINES TWINS GRAPPLE SPELL FROM THE BOOK WADDLES WORMHOLE GRUNKLE TWINS relatively simple to use; good for beginners and such FUCK IT XENOMORPH BUZZSAW TAIL LEAP CHITIN SHIELD HORRIFIC MAULING ATTACK ACID BLOOD MOLT INTO A QUEEN super quick and scurrying all over like a pesky bug; high weight, defensive moves; attack is shit. can move at normal speed while crouching. Faust Up+B: Going My Way! Neutral B: What's Next? Side+B: Something more medical Down+B: Pole Stance Final Smash: Puts up a medical curtain, does all kindsa stuff behind it, culminating in a miniature nuclear explosion. Kayako Saeki Up+B: Cloud of darkness Neutral B: Teleporting limbs Side+B: Some kinda badass grapple Down+B: Hair Final Smash: Builds the Saeki house around her, and then haunts it so hard that it levels the building, doing severe damage to anyone it caught while going up. Felix The Cat Up+B: Magic Carpet Neutral B: Bag of Tricks Side+B: Down+B: Portable Hole Final Smash: Friends Like These (something where poindexter and the professor show up) Felix is a trickster character. Even outside of the semi-random attacks on his neutral B, his moves are based around things not being as they seem. Of course, he's also built to good at rolling with the punches. Also some of his normals involve him pulling off his tail and using it as a weapon. Ice King Up+B: Bellowing Beard Neutral B: Frost Tower Side+B: Ice Bomb Down+B: Snowfall Final Smash: Crown of Cold Ice King wants his enemies beneath him, as most of his special attacks move downwards. BY CAPTAIN MONEYBAGS SHOVEL KNIGHT FUCK YEAH UP B: THROWING ANCHOR Shovel Knight throw an anchor up in a high arc, dealing heavy damage and medium launch to anyone hit. The arc can be altered a bit by angling the control stick back or forth. When used in the air, it resets Shovel Knight's falling speed. NEUTRAL B: FLARE WAND Shovel Knight fires a single, straight-flying projectile forward. It doesn't go very fast, and only one can exist at a time. It's not particularly strong either, but it can finish at high damage. When used in the air, it resets Shovel Knight's falling speed. SIDE B: PROPELLER DAGGER Shovel Knight quickly flies straight to the side a medium-short distance, blade first. The start of the move is much stronger than the rest of it, and it can only be used once in the air. DOWN B: WAR HORN Shovel Knight pulls out his war horn and blows it, doing damage in a large radius around him. The closer the enemy is to Shovel Knight, the more damage and knockback they will receive. If this move is used again too soon, it will be weaker and smaller, and then again, etcetera. At full power and close range, this move is a potent finisher. When used in the air, it resets Shovel Knight's falling speed. FINAL SMASH: SHIELD KNIGHT COMBO IT'S SHIELD KNIGHT, SHE'S BACK, BACK FOR ACTION, TO FIGHT, TOGETHER WITH SHOVEL KNIGHT, A DEADLY DUO On activation, Shield Knight appears and throws her larger shield forward in a straight line, which will knock the first player it hits, as well as any players huddled very close to them, up in the sky, center stage. Shovel Knight and Shield Knight then jump up, launching into a way cool combo including shovel swinging, shield bashing, shovel stabbing, shield throwing, all of it. The move ends with both Shovel Knight and Shield Knight executing a powerful downward strike, launching the opponent straight down and making them bounce back up and away. Shovel Knight moves slowly and his air-jump is very lacking, even though his base jump is higher than average. That doesn't mean his aerials aren't strong, his down-air in particular is very strong and can spike. Most of his non-smash attacks come out swiftly and deal moderate to good damage. He has little to no vertical recovery options, so your best bet is to use his high defences and weight to your advantage. Steel thy shovel! PLAGUE KNIGHT HEE HEE HEE UP B: BURST JUMP A small explosion under Plague Knight's feet makes him jump up higher than even his jump and air-jump can take him. Upon input, there's a small timeframe for angling left or right, and the top sideways speed for this move is faster than Plague Knight's normal running speed, but air control is minimal. LOADOUT 1: FLOAT BURST This version does no damage at all, and Plague Knight enters a float state at the peak, slowly floating down with full air control. In this state, Plague Knight can throw bombs and switch loadout without falling down, but any other action (Vat, aerials, down input) will end the float. The jump moves at regular Burst Jump speed, but the float is slightly slower than Plague Knight's running speed. LOADOUT 2: FROST BURST This version creates a larger explosion around Plague Knight on launch, which does not do a lot of damage, but it does freeze enemies. If no input besides left/right is given while in the air, the landing also creates a smaller puff of freezing smoke. LOADOUT 3: SPIN BURST This version has Plague Knight enter a spin state after the explosion, that damages enemies and nullifies all but the strongest projectiles. This spin state can only be interrupted by flinching, Plague Knight cannot act while in midair. NEUTRAL B: BOMB THROW Plague Knight throws a bomb, generally in a small arc in front of him. This move is somewhat spammable, in that the animation is very short. When used in the air, Plague Knight generally throws the bomb diagonally downwards in front of him, while also cancelling Plague Knight's momentum. LOADOUT 1: BLACK POWDER BOMBS In this version, the bomb acts normally, following either a small arc or a downward trajectory, exploding upon enemy impact or shortly after hitting the ground. The explosions are small but decently potent, and up to three bombs of this type can be out at one time. LOADOUT 2: SPARKLER POWDER BOMBS In this version, the bombs are encased in little bubbles that float up. When thrown on the ground, they go forward a small distance before arcing up; when used in the air, the go diagonally down quite a distance before arcing upwards. They explode upon enemy impact, or after a set time. The explosion is a slightly larger spark and lingers for a while, but isn't very strong, though the spark 'exploding' again at the end packs a punch. Up to two of this type bombs can be out at one time. LOADOUT 3: CLUSTER POWDER BOMBS In this version, Plague Knight throws the bombs in a high arc, even when airborne. The bomb won't explode normaly, instead deal a single percentage of damage and keep going. When Plague Knight uses this move again while a bomb is out, he will instead detonate it. The explosion is very large and the strongest of all, especially near the center, though more in terms of damage than launching. The detonation takes as long as throwing a bomb, and counts as throwing for all intents and purposes. Only one bomb of this type can be out at a time. SIDE B: VAT Plague Knight spawns a large, cylindrical vat in front of him, capable of blocking a few projectile, exploding when exposed to fire, and crashing down for high damage when used airborne. If the B button is held, Plague Knight will quickly hop on top of it. When this is done in the air, Plague Knight will only move to be above the already falling vat, without ever actually landing. DOWN B: LOADOUT This is Plague Knight's most important move. With this move, Plague Knight can switch between three 'loadouts', which have a different bomb to throw and burst jump each. The switch takes one frame, and comes with a coloured sparkle to indicate which set was switched to. FINAL SMASH: CORRUPTED ESSENCE Plague Knight calls forth the Corrupted Essence, which then proceeds to cause havoc all over the stage. It won't normally target players, but its attacks are large and plenty enough to have a high hit chance anyway. Only his edge-to-edge charge will start the the height an opponent is at. After a short while, The Corrupted Essence dies, and thus, leaves. Plague Knight doesn't move very fast, and neither his jump nor air-jump take him very high or far. His strengths lie in being able to switch loadouts on a dime, moving all over with Burst Jump, and having up to six bombs flying around at a time, as well as a quick jab and tilts. He has few strong finishers, but when they hit, they hit good. This combination, along with a skilled player, can make for a controlled chaos few characters can match.