User:Menshay/Character concepts/Third-party

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Revision as of 16:41, June 22, 2017 by Menshay (talk | contribs) (cleanup; five more characters. by now it should be obvious why I stopped bothering with explanations.)
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Note that some of these make little to no sense as picks. As noted, this project is more of a fun diversion than anything.

Terra Branford[edit]

225px-Terra_Branford_N.png

One of the main characters of Final Fantasy VI. A young woman with magic powers enslaved by the Gestahlian Empire, who once freed from its control sides with the rebellious Returners and embarks into a quest to find out more about her own origins.

Attributes[edit]

  • Part of Terra's moveset is based on her sword, and is overall similar to Marth/Lucina in concept (quick swordfighter).
  • Most of her attacks, however, rely on her magic powers. Several of them, including standard attacks, are projectiles and/or have long range.
  • To compensate, her ground speed is relatively low.
  • Overall, her attacks are mostly inspired by her Dissidia versions, her source game and (sometimes) the Kingdom Hearts series. Some are adapted from similar characters already in Smash. However, many of her moves have different properties than the original.

Moveset[edit]

Name Description Notes
Neutral attack A quick slash > slash > fireball combo. Similar to Robin's.
Forward tilt Slashes her sword downwards in an arc, from slightly behind her head to in front of her. Inspired by every character's attacking animation when equipped with a sword in FF6. Also similar to Marth's forward smash.
Down tilt Quickly swipes her sword along the ground. Shared with other sword-wielding characters, such as Link.
Up tilt Slashes upwards in an arc, from the ground to above her head. One of Terra's attacks during chase sequences in Dissidia; also vaguely similar to Bayonetta's up tilt.
Dash attack Dashes forwards and swipes her sword horizontally, its blade on fire. Terra uses her sword to cast fire magic in the arcade Dissidia. Also similar to Corrin's forward tilt.
Forward smash Thunder/Thundara/Thundaga A row of lightning bolts appears in front of Terra, covering a distance proportional to the attack's charge. Paralyzes foes. The standard lightning-elemental series of attacks in the FF series. Its behavior here is inspired by how Thunder works in Kingdom Hearts: 358/2 Days, as well as one of Kefka's Thundaga attacks in Dissidia.
Down smash Meteor Summons a meteor in front of herself, slightly above her head, then drops it down. The meteor can drop down ledges, and if it hits the ground it releases small damaging particles. Charging the attack makes the meteor bigger, and if charged enough it can meteor smash opponents. Reflectable. Meteor is a recurring spell in the FF series, often one of the later and most powerful ones. Conceptually similar to Villager's forward smash.
Up smash Flood Summons a pillar of water in front of herself, its height proportional to the attack's charge time and varying from about 1x to 1.5x Terra's height. A recurring water-based attack. Though not present in the original FF6, it is used by Terra in Dissidia. Also conceptually similar to Palutena and Bayonetta's up smashes.
Neutral aerial Chaos Wave Terra surrounds herself in a damaging purple aura. Inspired by Maduin's (Terra's father) attack in FF6.
Forward aerial Blizzara Three ice spheres coalesce in front of Terra, merging into a single ball which is then shot forwards. The point of convergence of the three spheres is a sweetspot which freezes opponents. The single ball can be reflected. Inspired by Terra's Blizzara in Dissidia.
Back aerial A quick backwards sword swipe. Similar to Ike's.
Up aerial Holy Terra raises her hand, generating a quick burst of light which immediately turns into three (reflectable) white spheres which quickly spiral upwards. Getting caught into the initial burst means having to go through the whole attack. A recurring spell, usually the most powerful light-based attack and naturally available to Terra. Its behavior is vaguely inspired to the animation of its FF6 version. Also conceptually similar to Mega Man's up aerial.
Down aerial Thunder Shoots a lightning bolt downwards from her hand. Her palm is a sweetspot with a meteor effect. See forward smash, also similar to Robin's.
Grab Grabs the foe with her hand.
Pummel Hits the foe with her sword.
Up throw Holy Throws the foe upwards, then shoots five spheres of light which converge on them. Similar to how Holy works in Dissidia.
Forward throw Fire Throws the foe upwards and in front of herself, following with three homing fireballs. The fireballs combo into each other, but can be intercepted and reflected by other fighters. Conceptually similar to Mewtwo's.
Back throw Throws the opponent backwards and slashes them upwards with her sword.
Down throw Graviga A sphere of darkness engulfs the opponent, crushing them. The most damaging of Terra's throws, but also the one with the least knockback. A recurring spell which damages its target for 3/4 of its current HP. Terra can learn it naturally in FF6.
Floor attack Swipes her sword forwards, then backwards while getting up. Shared with other sword-wielding characters.
Edge attack Climbs up, then swipes her sword horizontally. Shared with other sword-wielding characters.
Neutral special Fire/Fira/Firaga Shoots a fireball, which can be charged by holding the special button, becoming bigger and more powerful but also slower. Reflectable. The standard fire-elemental series of attacks in the Final Fantasy series. Partly inspired by Terra's Meltdown in Dissidia, as well as Water Shuriken and Corrin's Dragon Fang Shot.
Side special Riot Blade Swipes her sword forwards, releasing a X-shaped shockwave which explodes on contact with an opponent. The attack gets stronger as Terra takes damage, becoming multi-hit (up to five hits) at high enough percentages. However, it can be reflected. Terra's Desperation Attack in FF6, which can be randomly triggered by using a standard attack while at low HP. It first took a X-like shape in Dissidia. Also similar to Cloud's Blade Beam.
Up special Tornado A tornado engulfs Terra, carrying her upwards and damaging foes caught in it. A wind-based attack which usually greatly reduces the target's HP. Its behavior here is inspired by its Dissidia version. Also similar to Meta Knight's Mach Tornado and Mega Man's Tornado Hold.
Down special Blizzard/Blizzara/Blizzaga Terra summons a stationary icy sphere in front of herself, which freezes opponents on contact. Its size, power and freezing time depend on its charge, however its knockback is always low. Only one sphere can be on the field, and if left untouched it disappears with a weak burst after a while. Has relatively high endlag to make it riskier to use while airborne. The standard ice-elemental series of attacks in the Final Fantasy series. Its behavior here is inspired by how Blizzard works in Kingdom Hearts: 358/2 Days.
Final smash Trance Terra morphs into her Esper form, flies above the stage and casts Ultima: a sphere of light appears in the middle of the stage and starts growing, dealing continuous damage before exploding with high knockback. Terra's unique ability in FF6, where she turns into an Esper gaining a temporary power boost. Ultima is usually the strongest spell in the Final Fantasy games where it appears, manifesting as a sphere of light. Its behavior here is also similar to a stage-wide Smart Bomb.

Shovel Knight[edit]

shovelKnightBrandish-360x289.png

The main character from the eponymous game, literally a knight armed with a shovel complemented by several magical relics. After the disappearance of his lover Shield Knight, he embarks in a quest to defeat the Order of No Quarter and the evil Enchantress.

Attributes[edit]

  • Shovel Knight mainly fights with his shovel, obviously.
  • Relics from his source game are also integrated as special moves and sometimes as normal attacks, to give him more variety. Unlike the source game, which features a magic meter, they have unlimited uses. A couple relics exclusive to Custom Knight (Shovel Knight's customizable amiibo version) are included.
  • His first jump is high, but his overall vertical aerial mobility is relatively low.
  • He possesses a single midair jump, a somersault which in his source game is used as his jumping animation when wearing the Gold Mail, as well as the actual double jump available to Custom Knight.

Moveset[edit]

Name Description Notes
Neutral attack A simple digging motion which comboes into itself if the foe is close enough. It also digs up some lightly damaging dirt. Shovel Knight's standard attack in his source game. Similar to Roy's.
Forward tilt Quickly jabs his shovel forwards. Has a longer reach than his jab. Inspired by the end of Shovel Knight's standard attack animation in his source game.
Down tilt Drop Spark Plants his shovel into the ground diagonally in front of him, creating a small damaging shockwave. An extra ability unlockable from the weapon smith, activated when using his normal attack at full health and likely inspired by Link's Sword Beam. Also similar to Blade Beam.
Up tilt Supporting himself with his shovel planted into the ground, headbutts upwards hitting the opponent with the horns on his helmet. Vaguely similar to King Dedede's.
Dash attack Plants his shovel into the ground and dashes forward, raising damaging dirt. Somewhat similar to Polar Knight's and Mole Knight's dashing attacks.
Forward smash Charge Handle Raises his shovel, then smacks it in front of himself. An ability Shovel Knight can unlock at the blacksmith in Armor Outpost. Also similar to Peach's forward smash.
Down smash War Horn Pulls out a horn and focefully blows into it, creating a large circular sound wave around himself. Deals high damage and knockback next to Shovel Knight, but only pushes more far-away opponents. A relic found in Polar Knight's level. Similar to Palutena's forward and side smash attacks.
Up smash Trench Blade Forcefully digs upwards, from the ground to above his head. Named after an ability unlocked at the blacksmith, which allows Shovel Knight to dig up dirt piles in a single swipe. Very similar to Cloud's.
Neutral aerial Same as his neutral attack. Based on Shovel Knight's standard aerial attack in his source game.
Forward aerial Dust Knuckles Dons a gauntlet and punches forwards. He can punch up to tree times, and if he hits a target he is propelled forwards. A relic found in the Lost City, Mole Knight's level. It allows Shovel Knight to advance in the air if he hits a solid object.
Back aerial Hits backwards with his shovel.
Up aerial Rising Dagger Drills upwards with a dagger, dealing multiple hits and gaining a little height (though not enough to be a reliable recovery). A relic available to Custom Knight only.
Down aerial Points his shovel downwards and dives down. Can be interrupted by any other attack. Based on Shovel Knight's aerial attack in his home game. Also similar to (Toon) Link's.
Grab Grabs the opponents with one hand.
Pummel Hits the opponent with the blade of his shovel.
Up throw Throws the opponent upwards, then headbutts them with his horned helmet.
Forward throw Hits the opponent with a golf club-style motion of his shovel. A variation of Charge Handle.
Back throw Same as his forward throw, but backwards. Same as his forward throw.
Down throw Digs a hole, then buries the opponent in it.
Floor attack Hits forwards, then backwards with his shovel while getting up.
Edge attack Swipes his shovel forwards while climbing the ledge.
Neutral special Chaos Orb Shoots a green orb which bounces along terrain. Up to two orbs can be onscreen at the same time. A relic bought from Chester in the Village, available without needing to complete any Knight stage. Similar to Mario's Fireball.
Side special Tow Anchor Wielding a huge anchor, throws himself in a parabolic arc with can be slightly controlled by angling the attack at the beginning. Creates a damaging shockwave upon landing, but cannot snap on ledges during the falling portion. A relic exclusive to Custom Knight; in the original game the arc is fixed. Similar to Back Slash and Super Dedede Jump.
Up special Propeller Dagger Wielding a dagger, quickly dashes in a specified direction (straight upwards, 45° forwards, fully forwards). The upward versions cover less distance than the horizontal one. Contact with opponents and walls makes Shovel Knight bounce off. Does not cause helplessness, but can be used only once before landing. A relic found in the Flying Machine, Propeller Knight's level; in the original game it only allows straight horizontal movement. A variant which provides limited vertical movement, the Rising Dagger, is available to Custom Knight.
Down special Phase Locket A counterattack. Shovel Knight raises the Phase Locket to block an incoming attack. For a time proportional to the blocked attack's strength he then becomes immune to all attacks, grabs and hazards, and all of his attacks pierce through shields. However, the invincibility period becomes shorter and shorter with each use, recharging over time. A relic found in the Lich Yard, Specter Knight's level. In the source game it is not a counterattacks and does not decay with each use: rather, it can be activated anytime and protects Shovel Knight from all damage for a short while. Its properties here are partly inspired by Witch Time.
Final smash Troupple Dance Shovel Knight raises a Troupple Chalice. The Troupple King appears in the background, summoning a swarm of troupples which jump around the stage, damaging opponents. The Troupple King, a trout/apple hybrid worshipped by some as a deity, aids Shovel Knight by granting him beneficial magical ichors held in special chalices. Smaller troupples accompany the King during his dances, and can be also fished up in several levels to obtain a random ichor. The move itself works similarly to Pit's Palutena's Army.

Plague Knight[edit]

plague_illustration_plague-360x360.png

A skilled alchemist and member of the Order of No Quarter. In Plague of Shadows, the first of Shovel Knight's extra campaigns, he embarks on a quest to gather the essences of his fellow knight in order to complete his ultimate potion.

Attributes[edit]

  • Several of Plague Knight's standard attacks are projectile-based, and consist in him throwing several types of bombs: with a few exception, they have low KO power and are meant to wear down the opponent from afar before dealing the final hit.
  • Plague Knight's defining mechanic in his source game is the ability of mixing and matching several types of powders, bomb casing and fuses to create a large variety of bombs. As this would be way too complex and unwieldy to fully implement in Smash, he retains just the ability to swap powder types; the different casings are implemented as distinct attacks. Like in the source game, most bombs explode on impact with anything damageable.
  • All of his simple bomb-based attacks (except his throws) can be reflected (but not absorbed) unless noted.
  • His Arcana (special items) are integrated as special and sometimes standard attacks. The magic meter of his source game is not implemented.
  • He is fairly slow on the ground, but has very high aerial mobility.
  • He is a fairly frail and floaty character, and has to rely on trickery in order to survive.
  • He can wall jump, an ability inspired by how his Goo Garment (one of his possible cloaks) allows him to bounce on walls.

Moveset[edit]

Moves in green are affected by Powder Swap.

Name Description Notes
Neutral attack Staff of Striking Plague Knight quickly whacks the opponent multiple times with his staff. Has a loop and a finisher which sends the opponent horizontally. One of Plague Knight's arcana, a staff which can quickly hit multiple times.
Forward tilt Bomb (Whirl casing) Throws a bomb straight forward, which explodes on impact or on its own after covering a distance of about 1/3 of Final Destination. A casing which makes Plague Knight throw bombs straight forwards, while also giving them a boomerang effect (not included here).
Down tilt Bomb (Bounce casing) Lobs a bomb at his feet, which bounces close to the ground a few times before exploding. It explodes instantly on contact with an opponent or object. The basic bomb casing.
Up tilt Bomb (Lob casing) Throws a bomb upwards, which then descends in a parabolic motion. A casing which allows Plague Knight to throw bombs upwards, similar to a Hammer Bro.'s attack.
Dash attack Spin burst Plague Knight creates an explosion which propels him forwards like a cannonball, hurting opponents in his path. This attack can send Plague Knight off ledges. One of the available bursts (third jumps), which makes Plague Knight able to damage enemies on contact.
Forward smash Points his staff forwards, generating an explosion with a sweetspot at its tip.
Down smash Big Boom Jumps slighly and crashes a large glass bomb on the ground, which generates two long bursts at its sides. An arcanum, a bomb which when flung in the air creates a large cross-shaped explosion upon hitting anything solid.
Up smash Staff of Surging Wielding his staff, Plague Knight is propelled a short distance diagonally upwards, dealing multiple hits and falling on the ground once the attack is over. An arcanum which allows Plague Knight to gain vertical distance, even in the air. Conceptually similar to Mega Upper (and, by extension, Shoryuken).
Neutral aerial Bomb (Orbit casing) A bomb appear in front of Plague Knight and starts orbiting him clockwise. It disappears after a full revolution, and explodes on impact with anything. A casing which makes bombs orbit Plague Knight.
Forward aerial Bomb (Bounce casing) Throws a bomb diagonally downwards. Based on the aerial version of bombs with a bounce casing.
Back aerial Staff of Striking Pokes multiple times behind himself with the bottom of his staff. See neutral attack.
Up aerial Bomb (Float casing) Releases a bomb in front of himself, which floats upwards in an arc. A casing which makes bomb float upwards. The exact movement is based on its grounded version. Similar to Mega Man's Danger Wrap.
Down aerial Vat Throws a large vat full of purple liquid under himself, gaining a little vertical distance. The vat explodes on contact with anything. Can be reflected. An arcanum which allows Plague Knight to create floating explosive vats usable as platforms, which fall after a short while.
Grab Grabs the opponent with his hand.
Pummel Whacks the opponent with the top of his staff.
Up throw Throws the opponent upwards, then throws 1-3 bombs at them depending on the equipped powder.
Forward throw Hits the opponent with a powerful whack of his staff. Similar to Shovel Knight's Charge Handle.
Back throw Throws the opponent behind himself, then points at them with his staff generating an explosion.
Down throw Bomb (Drop casing) Places the opponent on the ground in front of himself, then drops 1-3 bombs on them. Partly based on a casing which allows Plague Knight to place bombs at his feet.
Floor attack Quickly swipes his staff on both sides while getting up.
Edge attack Climbs up and swipes the floor with his staff.
Neutral special Bait Bomb Places on the ground a fish-shaped bomb, which then quickly travels on the ground, falling off ledges and exploding in contact with walls, opponents or items. It can be reflected. An arcanum among the first available, a bomb used to retrieve objects from pits.
Side special Fleet Flask Drinks a red potion (attacking him in this state interrupts the move), then starts running at high speed damaging opponents in his path. Plague Knight can jump during the dash, keeping his momentum, even in midair (only once and if his midair jump has not already been used). The dash ends when crashing into a wall, or can be interrupted by using any aerial / dash attack or by turning around (only on the ground). An arcanum which allows Plague Knight to quickly dash forwards. Similar to Super Speed and Clown Kart Dash.
Up special Bomb Burst Plague Knight creates a damaging explosion at his feet which propels him straight up or 45° forwards, depending on how the move is angled. Can be charged for slightly more damage and distance. Plague Knight himself deals low damage to opponents during the rising portion. Does not cause helplessness, and Plague Knight is even able to use his midair jump if he hasn't done so already. Plague Knight's standard third jump in his source game, including the damaging element of Spin burst. In the source game it has to be charged to become usable, but the charge level does not affect its properties. Also similar to Rocketbarrel boost.
Down special Powder Swap Cycles his current powder between Black powder, Tracer powder and Cluster powder (signalled by an icon appearing above Plague Knight's head) changing the properties of most of his bomb-based attacks:
  • with Black powder, the bombs simply explode. Used to rack up damage from afar. Up to 3 bombs can be in play at a time.
  • with Tracer powder, upon impact the bombs release two green flames which travel on the ground for a short distance. Up to 2 bombs can be in play at a time.
  • with Cluster powder, the bombs create a group of clustered explosions, covering a greater area. The most apt at dealing KOs of Plague Knight's bombs. Only one bomb can be in play at a time.

Plague Knight's firing rate also decreases between black -> tracer -> cluster powder. Attempting to throw a bomb when the limit is reached makes Plague Knight perform the throwing pose, but no bomb come out.

Powders are one of the core differences between the different bomb types Plague Knight can make:
  • black powder, available from the beginning, creates simple explosions.
  • tracer powder generates two green flames which travel along terrain until they exit the screen.
  • cluster powder generates a cluster of explosions.
Final smash Serum Supernus Plague Knight holds up a shining flask, summoning the Corrupted Essence, a monstruous version of himself which looks like a giant bird carrying a cauldron. He then jumps into the background and directs the Corrupted Essence with his staff: it can fly around freely but slowly, and has three attacks:
  • simply crashes on the opponents from above.
  • by pressing the attack button, it releases a flurry of bombs from its mouth
  • by pressing the special button, it makes a huge flame erupt from its crucible. Can be charged by holding the special button before releasing it.

After a while, or after taking enough damage, the Corrupted Essence disappears and Plague Knight rejoins the battle.

The Serum Supernum is the final goal of Plague Knight's research, obtained by gathering the essences of all other members of the Order of No Quarter plus Shovel Knight and the Enchantress. However, it unexpectedly turns into the monstruous Corrupted Essence which has to be fought as the final boss of Plague Knight's campaign.

Specter Knight[edit]

specterKnight-360x276.png

The main character of Specter of Torment, the second of Shovel Knight's extra campaigns. Once an adventurer, upon his death he is brought back to life and recruited by the Enchantress to form the Order of No Quarter.

Attributes[edit]

  • A large part of Specter Knight's moveset is based on his scythe, whose blade deals the most damage.
  • Also included are some of his curios (special items) and techniques he used in his boss battle.
  • Like in his source game, he can wall cling and wall jump.

Moveset[edit]

Name Description Notes
Neutral attack Quickly slashes multiple times with his scythe, finishing with an upward swipe. Based on his basic combo.
Forward tilt Does a wide, long-range swipe with his scythe. Can be angled. Used during his boss battle.
Down tilt Swipes his scythe low aong the ground. Can trip.
Up tilt Quickly swipes his scythe back-to-front. Similar to Cloud's.
Dash attack Jumps on the blade of his scythe and surfs on it. Specter Knight can surf on his scythe when riding some rails, or even on the ground with an appropriate update.
Forward smash Dread Talon Dons a clawed glove, then dashes forwards while slashing it. One of Specter Knight's curios. Similar to Wolf's.
Down smash Swipes his scythe behind, then in front of himself, as if reaping.
Up smash Forcefully swipes his scythe front-to-back. Similar to Cloud's.
Neutral aerial Quickly spins his scythe around himself. Similar to Palutena's.
Forward aerial Slashes his scythe up-to-down. See forward tilt. Similar to Marth's.
Back aerial Slashes his scythe behind himself, down-to-up. Similar to Marth, but without turning around.
Up aerial Slashes his scythe above himself, back-to-front. Complementary with his other aerials.
Down aerial Slashed his scythe below himself, front-to-back. Can meteor at the exact middle of the swipe. Very similar to Marth's, and also Black Mage's in Super Smash Flash 2.
Grab Grabs the opponent with his hand.
Pummel Whacks the opponent with his scythe.
Up throw Flings the opponent upwards.
Forward throw Flings the opponent forwards.
Back throw Turns around, then flings away the opponent with a scythe slash. Similar to Meta Knight's.
Down throw Places the opponent on the ground, then does a low horizontal sweep with his scythe, as if reaping.
Floor attack Swipes his scythe at his sides.
Edge attack Swipes his scythe along the ground while rising back up.
Neutral special Throwing Scythe Throws his quickly spinning scythe in a chosen direction. The scythe boomerangs back to Specter Knight on its own, and while it is out he cannot use any move. Pressing the shield button while the scythe is out teleports it back to Specter Knight; pressing the special/attack button makes Specter Knight teleport to the scythe and perform a slash, which causes helplessness if he ends up in the air. Based on an attack used by Specter Knight during his boss battle, as well as his curios Throwing Sickle, which throws a small scythe in a boomerang motion, and Judgment Rush, which allows Specter Knight to teleport to and attack the nearest enemy.
Side special Dash Slash Quickly dashes forwards with a scythe swipe. Can be angled up or down. If it hits an opponent it slashes through them, and if it hits a projectile it destroys it; after which the attack can be used again. However, if it does not hit anything Specter Knight cannot use it again before touching the ground. One of Specter Knight's basic attacks and main sources of mobility. In the source game it needs a target to be used, and it cannot be angled; rather, its direction depends on where Specter Knight is relatively to the target.
Up special Hover Plume Specter Knight hovers freely for a short while. Does not cause helplessness, but cannot be reused before touching the ground. A curio which allows Specter Knight to hover, likely inspired by his hovering ability in his boss battle. Conceptually similar to Wings of Icarus.
Down special Barrier Lantern Five purple flames start spinning around Specter Knight, hurting opponents on contact. The flame circle can then be shot forwards; if not done in time it disappears on its own. If hit by energy-based projectiles the flames grow and becone stronger. One of Specter Knight's curios. Similar to Leaf Shield.
Final smash Lich's Night Specter Knight floats upward and gestures to the sky. The whole stage turns darker, and several skeleton armed with swords erupt from the ground and attack fighters. Used during his boss battle.

Quote/Curly Brace[edit]

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Quote is the main character of Cave Story, a mysterious amnesiac traveler who finds himself on a strange floating island, where the wicked Doctor is planning to enslave the peaceful Mimiga. During his travels on the island, Quote finds Curly Brace, which like him is amnesiac and has high proficiency with weapons, protecting a group of Mimiga children.

Attributes[edit]

  • Quote's defining characteristic is his large arsenal of weapons.
  • The large majority of his attacks are projectile-based and very similar to each other; however his main gimmick is being able to swap weapons, completely changing said attacks' properties. Not every weapon from the source game is available this way; some are used only for smash and special attacks: this is to avoid having to juggle too many weapons on the fly while introducing more variety to non-standard attacks.
  • His source game's weapon experience system (where his weapons become more powerful by collecting crystals dropped from defeated enemies, and getting hurt makes weapons lose experience) is not implemented; instead his weapons are either assumed to be at maximum level or explicitly charged during gameplay.
  • He has a low falling speed to allow more aerial options, like in his source game.
  • His midair jump is Booster v0.8, in which he uses his jetpack to propel himself upwards.
  • Curly Brace is available as a model swap, like Alph and the Koopalings: in the original Cave Story she uses some of Quote's weapons, and in some ports she is fully playable with no mechanical differences. (For simplicity, the player character will be referred to as just Quote.)

Moveset[edit]

Moves in blue are affected by Weapon Change.

Name Description Notes
Down special Weapon Change Cycles his equipped weapon between Polar Star, Snake and Machine Gun (signalled by an icon appearing above Quote's head) changing the properties of most of his standard attacks (jab, forward/up tilt, all aerials, up throw):
  • the Polar Star shoots an energy projectile. It has medium range, deals low damage and no knockback, but can be rapid-fired by quickly tapping the attack button. Used for racking up damage, but unable to KO foes.
  • the Snake shoots a spinning, flaming square which moves in a sine-wave motion. It has the longest range of all standard weapons, deals relatively high damage but low knockback. It has the unique property of passing through walls. Used to pick off opponents from afar and disrupt their recoveries.
  • the Machine Gun shoots a burst of larger projectiles which are slightly aimed up or down. It can be rapid-fired by either quickly tapping or holding the attack button, but it quickly runs out of ammunition, thus needing a short time to recharge. It has medium range and deals the most knockback of the three weapons, making it Quote's primary weapon to KO foes, especially in the air.
In Cave Story, Quote is able to swap weapons on the fly, and each weapon can be used roughly in the same way.
  • The Polar Star is Quote's starting weapon, a weak gun stolen from a hermit gunsmith in the first area of the game.
  • The Snake can be obtained in the Labyrinth by combining the Polar Star with the Fireball. Its projectiles cannot destroy blocks, but pass through walls.
  • The Machine Gun can be obtained by trading the Polar Star with Curly Brace. It can be rapid-fired, but its ammunition is limited, though it quickly and automatically regenerates. Its properties here are partly inspired by some of Mii Gunner's attacks.
Neutral attack Shoots forwards. Based on Quote's standard attack in his source game.
Forward tilt Shoots forwards while walking. Like Mega Man, Quote can shoot while walking.
Down tilt Quickly kicks in front of himself. Can trip. Similar to Ness's and Zelda's.
Up tilt Shoots upwards. Same as his source game, like neutral attack and forward tilt.
Dash attack Blade level 3 Quote holds the Blade and gets surrouded by a ghostly figure which slashes multiple times around him. The sword used by King, leader of the Mimiga, which he gifts to Quote. At level 3, it releases King's spirit for a multi-hit attack.
Forward smash
Up smash
Blade Quote throws a spinning sword forwards or upwards, respectively. Charging the attack makes the sword bigger and more powerful, but greatly reduces its range. At level 1 and 2 the Blade is thrown at opponents. At level 2 it is more powerful than at level 1, but its range is decreased.
Down smash Fireball Points his gun forwards, then shoots a fireball which bounces along terrain. Charging the attack makes the fireball shift from white to red to blue and increases the time it stays in play. A weapon obtained in the Bushlands/Grasstown, it shoots fireballs which bounce along terrain, overall working similarly to Mario's Fireball.
All aerial attacks Shoots a projectile forwards (neutral/forward aerials are almost identical, except Quote moves forwards for his forward aerial), backwards (in which case he turns around before shooting and remains turned around after the attack), upwards or downwards. If equipped with the Machine Gun, each aerial attack pushes quote in the opposite direction. In his source game, Quote can shoot in the four main directions with little to no change in properties, even in the air. At level 3, shooting upwards or downwards with the Machine Gun in the air pushes Quote in the opposite direction, which can be used to actually fly.
Grab Grabs the foe with one hand.
Pummel Hits the opponent with his gun.
Up throw Throws the foe upwards and shoots them with a quick burst of projectiles from his current gun. Based on some of Fox's and Falco's throws.
Forward throw Slashes the foe with the Blade, launching them forwards.
Back throw Same as his forward throw, but he turns around first. Same as forward throw.
Down throw Fireball Places the foe on the ground, then hits them with the Fireball multiple times. Has low knockback. See down smash. Based on Charizard's.
Floor attack Slashes forwards, then backwards with the Blade.
Edge attack Swipes the ground with his gun.
Neutral special Spur Swaps his weapon to the Spur and starts charging it, its charge level displayed by a bar above Quote's head. While charging, Quote can move and jump freely, even in midair. Once the button is released, a beam of energy is released in the direction (front, back, up, down (only in the air)) Quote is pointing in. The Spur has four charge levels:
  • level 1: works exactly like a Polar Star shot, and can also be rapid-fired
  • level 2: a thin, long-ranged beam
  • level 3: two thin beams
  • level MAX: a single beam, as thick as a Polar Star shot, which deals heavy damage and knockback
The perfected form of the Polar Star, obtained by never trading it away and bringing it back to the gunsmith. It is unique in the fact that it does not require experience to level up, but it can be leveled up by just charging it; however releasing a shot fully depletes its charge. When rapid-fired, it works like a maximum level Polar Star. Its higher level versions are also similar to Thoron.
Side special Bubbline Quote shoots with a bubble gun, surrounding himself with a shield of bubbles which increase in quantity as long as the button is held, able to block projectiles and disrupt enemy attacks. Quote can move freely and even jump in midair while charging. When the button is released, the bubbles are shot in the direction (front, back, up, down (only in the air)) Quote is pointing in. Also known ad Bubbler, an optional weapon which shoots bubbles. At level 3 its bubbles linger around Quote, creating a shield, before being shot.
Up special Booster v2.0 Quote uses a jetpack to propel himself in the air. He can move in quick bursts changing direction (up, down, forward, back) as many times as the limited fuel allows. Does not cause helplessness, but once the fuel has fully depleted Quote has to land before being able to use it again (getting hit by enemies does not replenish fuel). The advanced version of the Booster, developed by professor Booster, with much higher manoeuvrability and fuel capacity. Conceptually somewhat similar to Robo Burner and Quick Attack.
Final smash Super Missile Launcher Quote swaps his weapon to the Super Missile Launcher: every attack normally affected by Weapon Change now shoots three quick long-ranged missiles which deal heavy damage and knockback. However, in this state Quote cannot execute his smash attacks, grab/throws and special attacks (except for Booster v2.0). The Final Smash ends either after a certain time, or when the Super Missile Launcher's ammunition runs out. Quote's most powerful weapon. In the source game it can be used at any time, however its ammunition is limited and has to be replenished with missiles dropped by enemies.
Taunt Nemesis Quote shoots with the Nemesis, releasing a rubber duck which deals 1% damage and minimal fixed knockback. An optional weapon, it has the unique property of getting weaker as it levels up: while at level 1 and 2 it shoots lightning bolts, at level 3 it justs shoots a nearly harmless rubber duck.

Reimu Hakurei[edit]

Reimu_UFO.jpg

The main character of the Touhou Project series. A shrine maiden at the Hakurei shrine, her duties include taking care about the barrier between the land of Gensoukyou and the outside word and dealing with troublesome youkai.

Attributes[edit]

  • Reimu fights with a combination of various projectiles, swipes of her gohei and some more physical attacks. Her attacks are inspired both by both the shooting and the fighting Touhou games.
  • Spell Cards (in Touhou, stronger and more complex bullet attacks) are mostly restricted to her smashes and special attacks. Due to the extreme complexity of some Touhou bullet patterns and how overwhelming they would be in a game like Smash, the versions implemented here are heavily simplified.
  • Considering pretty much every character in Touhou can float or fly, Reimu has high jumps and aerial mobility. Like Rosalina, she also floats when running.
  • She can walljump, inspired by one of her techniques in Hopeless Masquerade.

Moveset[edit]

Name Description Notes
Neutral attack A gohei swipe > gohei swipe > needle-like projectile storm combo. The needles can be reflected and absorbed The final hit is adapted from Persuasion Needle, one of her shot types in the shooting games as well as an attack in the fighting games.
Forward tilt Does an wide swipe with her gohei. Can reflect projectiles. Its reflecting abilities are inspired by the gameplay of Highly Responsive to Prayers, the very first Touhou game.
Down tilt Swipes her gohei along the ground. Can trip.
Up tilt Does a front-to-back overhead gohei swipe.
Dash attack Does a flying kick. Used in the fighting games. Very similar to Fox's/Falco's.
Forward smash Fantasy Seal Summons several multicoloured orbs of light around herself, which then crash all together in front of her. A spell card which generates several homing orbs.
Down smash Swipes her gohei low on the ground in front of and then behind herself.
Up smash Dragon-Slaying Circle Eight square amulets start spinning around Reimu, which then releases a large column of orange light around and above herself. Variants of this attack with slightly different names are used both in the fighting and the shooting games.
Neutral aerial Shoots out eight small amulets radially. Has low range. An extremely basic version of a generic Touhou bullet pattern.
Forward aerial Swipes her gohei forwards. Can reflect projectiles. Same as her forward tilt.
Back aerial Quickly swipes her gohei behind herself. Similar to Marth's, but without turning around.
Up aerial Ascension Kick Does a backwards somersault while kicking above herself. Used in the fighting games. Very similar to Mario's and Captain Falcon's, but slower and stronger.
Down aerial Does a diagonal dive kick. Stops when hitting an enemy, and can meteor smash. Used in the fighting games. Similar to Sonic's.
Grab Grabs the opponent with one hand.
Pummel Whacks the opponent with her gohei.
Up throw Ascension Kick Kicks the opponent upwards. See up aerial.
Forward throw Flings the opponent forwards, then follows up with a wave of small amulets. See side special.
Back throw Turns around and flings the opponent backwards, hitting them with her gohei.
Down throw Yin Yang Asuka'i Summons a large white and light blue yin yang orb above her head, then smashes it on the opponent. Based on an attack used in the fighting games.
Floor attack Swipes her gohei on both sides.
Edge attack Swipes her gohei along the ground while rising back up.
Neutral special Yin Yang Shot With a gohei swipe, throws forwards a large red and white yin yang orb. The orb can optionally be angled 45° upwards or downwards, it bounces upon hitting walls and platforms and it disappears upon hitting an enemy or on its own after a while. Can be reflected. Only one orb per player can be in play at the same time. Yin yang orbs are a main part of Reimu's toolkit, and are used in various fashions in the Touhou games either to shoot projectiles or as a weapon themselves. This move is based in particular on its Highly Responsive to Prayers version.
Side special Youkai Buster / Homing Amulet When tapped, releases a wave of 5 spread-out small rectangular amulets in front of herself. When held, releases two larger square amulets which home on the nearest opponent; this version is more powerful but has higher ending lag. Both versions can be slightly angled. Both are shot types in the shooting games and are used in the fighting games. In the shooting games, holding down a dedicated focus button changes the properties of the player character's projectiles, among other effects.
Up special Dimensional Point Rift A square portal appears above Reimu head, who then enters it. Another portal appears in the selected direction, from which Reimu exits. If held, Reimu attacks with a gohei swipe upon reappearing but becomes helpless afterwards. Adapted from a move used in the fighting games. Similar to Dimensional Cape.
Down special Duplex Barrier Reimu summons a large double square barrier all around herself, which nullifies (without reflecting) incoming projectiles and thrown items and pushes opponents away on startup. Used in various fashions in the Touhou games, a way to represent Reimu's mastery over barriers. In the shooting games it acts as a bomb, a desperation attack which destroys nearby projectiles.
Final smash Fantasy Nature A static Picture of Reimu appears on the screen, accompanied by a caption with the Final Smash's name. Reimu starts floating and gets surrounded by eight yin-yang orbs; the orbs start spinning and release large, continuous waves of projectiles. Reimu is fully invulnerable and can move freely, albeit slowly. The opening cinematic is based on how spell cards are invoked throughout the Touhou series. The attack itself is based on Reimu Last Word (final attack) in Imperishable Night, which is used as a final attack in some fighting games and, in this context, serves as a way to represent the complex Touhou bullet patterns.

Cirno[edit]

Th14Cirno.png

Gensoukyou's resident ice fairy, Cirno is surprisingly strong for her kind and has a brash and overconfident personality, but she is not extremely bright and tends to get badly outclassed by several other residents of Gensoukyou.

Attributes[edit]

  • A large part of Cirno's moveset is adapted from her only fighting game appearance in Hisoutensoku: this includes both ice-based attacks and more direct physical strikes, in line with her personality. Adaptations of spellcards and attacks from the shooting games are also included.
  • A few moves are also inspired by ice-based characters from other games.
  • As character with the ability to fly, Cirno possesses high aerial mobility and low falling speed.
  • Like the Ice Climbers, due to her affinity with ice she keeps her normal traction on frozen terrain. She also floats slightly for her running animation.

Moveset[edit]

Name Description Notes
Neutral attack A punch > punch > spray of icy particles combo. Adapted from Hisoutensoku.
Forward tilt Icicle Fall Shoots an icicle-shaped projectile. Can be angled and reflected. Based on some of her projectile attacks.
Down tilt Points downwards, spraying icy particles on the floor. High chance to trip.
Up tilt Ice Punch Does an uppercut with her hand encased in ice. Inspired by Weavile's Ice Punch in Pokkén Tournament. Similar to Mario's.
Dash attack Trips and slides on the ground. Used in Hisoutensoku. Very similar to Wario's.
Forward smash Freezing Lasers Shoots a three-pronged light blue beam with medium range. Used as an attack in both the shooting and fighting games.
Down smash Frost Pillars Makes a couple of large icy stalagmites erupt from the ground at her sides. Basedon an attack in Hisoutensoku.
Up smash Icicle Sword Creates a sword made of ice and points it upwards. Cirno uses an icy sword for a few attacks in Hisoutensoku. Very similar to Marth's.
Neutral aerial Ice Sprinkle Spins around, creating icy trails from her hands. Some of her attacks in Hisoutensoku involve her spinning around. Based on one of Ice Kirby's moves, and similar to Zelda's.
Forward aerial Icicle Fall Shoots out three spread icicle projectiles. Can be reflected. See forward tilt.
Back aerial Strikes behind herself with her elbow.
Up aerial Does a front-to-back headbutt. Based on an attack in Hisoutensoku.
Down aerial Icicle Drop Makes a large icicle appear below herself, then kicks it downwards gaining some height. The icicle can be reflected. Based on an attack used by Weavile in Pokkén Tounrnament.
Grab Grabs the opponent with both hands.
Pummel Attacks the opponent with icy sparkles.
Up throw The opponent is carried upwards by a multi-hitting icy whirlwind.
Forward throw Weakly kicks the opponent forwards.
Back throw Places the opponent behind herself, then makes a large ice spike erupt from the ground throwing the opponent diagonally backwards. See down smash. Inspired by Black Mage's back throw in Super Smash Flash 2.
Down throw Places the opponent on the floor, then drops an ice block on them. See neutral special.
Floor attack Sprays ice particles around herself while getting back up.
Edge attack Headbutts while climbing the ledge.
Neutral special Little Iceberg Raises her hands creating a large clump of ice, then flings it forwards. Can be charged by holding the special button. The ice block explodes on contact, sending out damaging shards. Both the block and the shards can be reflected. Based on some attacks in Hisoutensoku.
Side special Ice Charge Encases herself in a block of ice, then dashes forwards. The block shatters into damaging particles upon contact with opponents and walls or on its own after enough distance, rendering Cirno helpless. Used in Hisoutensoku. Similar to Flare Blitz.
Up special Ice Tornado Starts quickly spinning, creating an icy tornado which carries her upwards. Its direction can be controlled, and its duration and power can be increased by button mashing. The tornado deals multiple hits, and with enough hits it can freeze opponents. Cirno becomes dizzy and helpess at the attack's end. Based on an attack in Hisoutensoku. Very similar to Mach Tornado and Spinning Kong.
Down special Frozen Technique Points her hands forwards, and light-blue sparkles start appearing in front of her, followed by a final strong burst. The final burst freezes opponents caught in it. All parts of the attack also freeze projectiles and items (with the exception of living ones like Poké Balls and Mr. Saturns), turning them into ice blocks which can be shot forwards (and further reflected) on contact. If an ice block is not touched for a while, it falls down and shatters. Based on an attack in Hisoutensoku, which is a manifestation of Cirno's freezing abilities. Her bullet-freezing ability is also the basis of her own game Fairy Wars, and the frozen bullet's properties are inspired by Ice Kirby's abilities.
Final smash Freeze Sign "Perfect Freeze" A static Picture of Cirno appears on the screen, accompanied by a caption with the Final Smash's name. Cirno then releases a wave of bullets followed by stage-wide icy wave, which freezes every character, non-living item and projectile (including her own) and covers the ground in ice, making it slippery. Frozen items behave like the ones frozen by her down special. Caught opponents remain frozen longer than usual. The opening cinematic is based on how spell cards are invoked throughout the Touhou series. The attack itself is bases on the eponymous spell card used in both the shooting and the fighting games, as well as other spel cards.

Madotsuki[edit]

Madotsuki_Profile.png

The main character of Yume Nikki, a reclusive girl who cannot or does not want to leave her room. She can, however, go to sleep to have some very strange dreams, in which she gathers several Effects (objects and transformations) and enceounters many odd characters and locations.

Attributes[edit]

  • Madotsuki's main weapon is her Knife, the only truly offensive effect in her source game (which is based on exploration and features no actual fighting).
  • Several other effects are included to round out her movepool. When an effect other than Knife is used, its activation is accompanied by the peculiar sound and visual effect from Yume Nikki.
  • Her dodges involve her donning the Triangle Kerchief to become incorporeal.

Moveset[edit]

Name Description Notes
Neutral attack Does a knife poke > poke > up-to-down slash combo. Taken from the fan-game Hochou Shoujo Gensoukyoku (also known informally as Yume Nikki Gensou).
Forward tilt Slashes forwards with her knife. Can be angled.
Down tilt Kneels and pokes forward with her knife.
Up tilt Slashes upwards with her knife.
Dash attack Does a sliding kick. Again, taken from Hochou Shoujo Gensoukyoku.
Forward smash Yuki-onna Dons a light blue kimono and her hair turns blue, then gestures forwards creating an icy multi-hitting whirlwind in front of herself. If charged enough, caught opponents are frozen. An effect which turns Madotsuki into a yuki-onna; when used, it starts snowing.
Down smash Oni Dons a stiped dress and her skin turns red, then gestures downwards making thunderbolts fall down at her sides from a cloud above her head. If used while partly over a pit, the thunderbolt(s) keep going down. An effect which turns madotsuki into an oni; it can cause thunderclaps if used when it is raining.
Up smash Noppera-bō Madotsuki's face disappears, and her head detaches from the body and starts spinning. When released, her head rockets upwards for a short distance. The head is not mechanically considered a projectiles, so it cannot be reflected or pocketed. An effect which makes Madotsuki's face disappears; when used, her head detaches and spins.
Neutral aerial Monochrome Turns into a deformed greyscale version of herself with five arms, which she then stretches outwards. Not an effect, but based on the character Monoko and her associated cinematic event.
Forward aerial Slashes forwards with her knife.
Back aerial Slashes backwards with her knife. Similar to Marth's, but without turning around.
Up aerial Umbrella Opens an umbrella and quickly spins it above her head. An effect which summons rain.
Down aerial Fat Turns fat and plummets down. Cannot be interrupted early, and meteor smashed opponents. An effect which makes Madotsuki fat. Similar to Stone and the various Bomb attacks.
Grab Medamaude Madotsuki's head turns into a giant hand which grabs the opponent. An effect which allows Madotsuki to warp back to her dreams' central hub.
Pummel Squeezes her hand.
Throws Closes the hand, crushing the opponent and making them disappear. She then opens her hand in the specified direction, making the opponent reappear and flinging them.
Floor attack Slashes on the ground on both sides with her knife.
Edge attack Slashes along the ground with her knife while climbing up.
Neutral special Stoplight Turns into a stoplight which emits a red flash, paralyzing opponents. It deals no damage and very low fixed knockback, but allows for follow-ups. The opponent neets to be facing Madotsuki. An effect which, when activated, makes every moving NPC freeze and sometimes change appearance. Partly inspired by Disable.
Side special Bicycle Madotsuki starts riding a bicycle and dashes forwards. Can be interrupted by jumping (canceling the move) or turning back, which makes the bicycle skid and toss up lightly damaging dirt. An effect which doubles Madotsuki's movement speed. Similar to Wario Bike and Clown Kart Dash.
Up special Witch Madotsuki dons a witch costume and starts riding a broom; in this state she can move freely. The move ends on its own after a while or can be interrupted with any button; in both cases Madotsuki becomes helpless. An effect which allows Madotsuki to ride a broom; in a specific location it allows Madotsuki to fly over the city. Very similar to Balloon Trip and Wings of Icarus.
Down special Cat Madotsuki grows cat ears and meows, posing like a maneki-neko. Nearby items (but not non-item projectiles) are dragged towards Madotsuki and become hers, and close enough opponents are forced to face her. An effect which attracts most NPCs towards Madotsuki. Inspired by Gravitational Pull.
Final smash Nightmare A door appears in front of Madotsuki and opens, dragging opponents into it. The whole screen is then covered by a flashing, nightmarish face and trapped opponents take severe damage before being knocked away. A hidden event which can be accessed in very specific conditions; Madotsuki's dream ends immediately when encountering it. Similar to attacks used by several Smash and Kirby bosses like Crazy Hand, Master Giant, Marx and Magolor.

Boki Lamira[edit]

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The main character of Copy Kitty, a young Kitera with the ability to copy powers from defeated enemies, as well as to combine said powers into new weapons. One day, her adoptive uncle Savant gifts her a military virtual reality program to test her abilities.

Attributes[edit]

  • Mirroring her physics in her source game, Boki is relatively slow and has a high falling speed. This is however complemented by the long range of her specials.
  • Her standard attacks are mostly variations of her kicking moves, with some special weapons included.
  • Her unique mechanic is combined special moves: with appropriate inputs (quarter/half circles), her directional special moves can be combined together, mixing their properties. However her special moves are fixed, not obtained from enemies like in her source games.

Moveset[edit]

Name Description Notes
Neutral attack Boki Beam Shoots in front of herself up to three small, weak, diamond-shaped projectiles which can be reflected and absorbed. Boki's standard attack when not equipped with an ability. Very similar to (and likely inspired by) Mega Man's.
Forward tilt Kitty Kick Kicks forwards. Can be angled, and can reflect projectiles. Based on Boki's melee attack, a kick which, if timed right, can block and even reflect projectiles. Very similar to Mario's and Captain Falcon's.
Down tilt Kitty Kick Kicks along the ground. Based on Boki's downward melee attack. Similar to Ness's.
Up tilt Kitty Kick Kicks upwards with a backwards somersault. Based on Boki's upward kick. Very similar to Lucas's.
Dash attack Buzzsaw Roll Curls up and cannonballs forward while spinning, surrounded by a buzzsaw-like aura. Deals multiple hits and dashes through opponents. A non-weapon attribute which gives Boki a damaging dash.
Forward smash Blade Wielding a blade of light, does a right-to-left swipe > left-to-right swipe > spinning slash combo in front of herself. Every hit after the first is optional. A class of weapons which result from the Light+Quick combination. Similar to other sequential sword swings like Dancing Blade.
Down smash Explode Crouches and drops an explosive projectile at her feet. The projectile falls down ledges, and can be reflected and absorbed. A weapon which allows Boki to drop explosive projectiles which can destroy terrain. Also similar to Mewtwo's and Lucas's.
Up smash Whip Cracks a thorny branch diagonally upwards. Has a sweetspot at its tip. A non-combinable weapon which equips Boki with a whip. The version used here is the one dropped by the plant-like Thorn Gertars.
Neutral aerial Blade / Tumbling Blade Curls up and spins a light blade around herself. The attack keeps going as long as the button is held: this results in more landing lag, reduced aerial mobility and a much lower falling speed. Based on an aerial Blade attack. Tumbling Blade (Light+Quick+Tornado) lasts as long as Boki is airborne and slows down her fall. Also similar to Bayonetta's up aerial and Pikachu's neutral aerial.
Forward aerial Kicks forwards. Can reflect projectiles. Boki's kick attack retains most of its properties even in the air.
Back aerial Does a backwards roundhouse kick. Can reflect projectiles. A variaton of her forward aerial.
Up aerial Does a flip kick. Based on her aerial upward kick. Extremely similar to Mario's and Captain Falcon's.
Down aerial Does a drilling kick downwards. Risky, but can meteor. Based on her aerial downward kick. Very similar to Greninja's.
Grab Whip Uses a thorny branch to grab opponents from afar. Can be used as a tether recovery ang grab aerial; the aerial version has a sweetspot at the tip. See up smash.
Pummel Punches the opponent.
Up throw Typhoon Uppercuts the opponent with a fiery fist. Her strongest throw. A solo weapon which has Boki do a fiery uppercut, an obvious reference to Shoryuken.
Forward throw Strongly kicks the opponent forwards. Yet another variation of her kick.
Back throw Kicks the opponent backwards. Based on Captain Falcon's.
Down throw Slams the opponent on the ground, then divekicks them. Vaguely similar to Pikachu's.
Floor attack Kicks on both sides while getting up.
Edge attack Kicks along the floor while getting up.
Neutral special Exchikke Summons a single Exchikke which follows her; once it gets close enough to an opponent it crashes into them and disappears. If no opponents are close, disappears on its own after a while. Can be reflected. The most basic class of enemy in Copy Kitty, simple ball-shaped robots which float around. They can be summoned as allies with a specific solo weapon.
Side special Quick Sprays a flurry of star-shaped projectiles, which can be directioned up and down. The attack can be held, but not indefinitely, and gets weaker over time. Can be reflected and absorbed. A basic weapon which makes Boki shoot a flurry of quick projectiles. Comparable in function to Fire Breath.
Up special Tornado On the ground, does an uppercut and creates a large rising whirwind around herself. In the air, the whirlwind carries her up, resulting in helplessness. A basic weapon which makes Boki shoot whirlwinds upwards.
Down special Remote Throws a shuriken-like mine in front of herself. Can be reflected. The mine detonates on contact with an opponent, or when using the attack again. A basic weapon which makes Boki throw several mines. Functionally similar to Snake's mines.
Side + Up special Flash Cut Suddenly summons a large, blade-like tornado.
  • Up-to-side: the tornado points diagonally upwards.
  • Side-to-up: the tornado points forwards.
All combined specials are inspired by the respective combination in the source game.
Side + Down special Blitz Bomb Throws forwards a flurry of 3 bombs which stick on walls/enemies.
Up + Down special Storm Caller Same as Remote, but the bombs generate a rising whirlwind when exploding.
Up + Side + Down special Dust Devil Throws a flurry of 3 bombs which generate upward tornadoes upon exploding.
Final smash Summon Dragon Boki summons a large, long dragon-like flame. During the attack Boki stands still, and the dragon can be controlled with the control pad. An extremely powerful weapon, the result of the Force+Explode+Tornado combination. Somewhat inspired by some of Kirby's Super Abilities.