Super Smash Bros. Obliteration/Wonder Red

Wonder Red is the Main Protagonist/Mascot of The Wonderful 101 and a Unlockable Character in Super Smash Bros. Obliteration. As the Brave, Serious, and Jolly hero of The Wonderful 100, Wonder Red joins the Wonderful Ones after completing a course in comprehensive training. Despite the fact that his seriousness and judgment have caused other members like Wonder Blue and Wonder Green to occasionally doubt him as a leader, Wonder Red still maintains a strong sense of justice and is willing to put his life on the line to defend Blossom City from damage or destruction. With a Deep Crimson CENTINEL-Suit Wonder Red is ready to unite the Wonderful Ones and rocket punch his way to the top of the Mountain of Smashers. Equipped with a moveset based around Punches, Uppercuts, Kicks and Jabs, Wonder Red is bound to deliver physical justice to any opponent he faces, in a true fight for the ages.
== Attacks ==
Type 	Name 	Damage 	Description
Neutral 	Wonder Combo 	(4% = punch, 2% = kick, 1% = loop, 5% = final hit, 12% = total) 	Wonder Red punches, then kicks, and then can deliver a series of punches at fast speeds. Finishing the jab combo causes Wonder Red to form the Unite Hand and deliver a charged punch attack. The finisher has some lag and can be punished.
Forward Tilt 	 	(10%) 	Takes his fist, pauses slightly, and punches forward,It has good damage and knockback
but horrible reach.
Up Tilt 	 	 	(4% = uppercut 1, 5% = uppercut 2, 9% = total).
Wonder Red leaps and delivers a pair of uppercuts at his opponents, it has 
good knockback but poor range,
Down Tilt 	 	(7%) 	Crouches and kicks forward along the ground this attack has better range but
weaker knockback compared to Wonder Red's forwardand up tilts,
Forward Smash	Wonder Plazer 	(13% = clean, 10% = late) 	Wonder Red pauses briefly and then zooms forward; slamming his fist forward; giving him
bit of a boost, It has good traveling range.
Up Smash 	Unite Smash 	(28% = charged ground, 25% = uncharged ground, 23% = charged air, 17% = uncharged air).	Charges his Unite hand and then slams it down forward in the shape of fist; smashing into
the ground. It does more damage to grounded opponents than aerial opponents. It knocks opponents horizontally but can spike airborne opponents,
Down Smash 	Unite Flame Palm	(12% = uncharged, 19% = half charged, 31% = fully charged) 	Charges his hand before crushing a fireball in his palm which explodes, and deals damage, has short range but good knockback and can easily be followed up with a dash attack, or Unite Hand special attack, total damage is based onthe charge the move has when used,
== Aerial Attacks ==
Type 	Name	Damage 	Description
Neutral	 	(6%) 	Kicks forward in front of him; turning slightly to maximize the reach, very weak for an aerial.
Forward	 	(4% = punch 1, 7% = punch 2, 11% = total).	Punches forward; pausing slightly and thendelivering a second more powerful powerful punch,
Back 	 	(10% = hit, 5% = flame, 15% = total). 	Swings fist backwards, similar to Captain Falcon’s B-Air, with a flame effect.
Up 	 	(8% = clean, 5% = late). 	Throws fist in the air spinning, has good knockback,
Down 	 	(14% = sweetspot, 12% = sweetspot). 	Kicks a foot downwards at an opponent while airborne, that initiates a meteor smash on contact.
== Other Attacks ==
Type 	Name	Damage 	Description
Floor Attack (Front)	 	(7%) 	Performs A Breakdance Spin In Both Forward/Back Directions While Getting Up.
Floor Attack (Back) 	 	(6%) 	Same As Front Attack, Just With Less Power.
Floor Attack (Front)	 	(7%) 	Performs A Breakdance PSin In Both Forward/Back Directions, Near The Ground.
Ledge Attack 	 	(8%) 	Performs A Lunging Punch While Climbing Up.
Dash Attack  	 	(10% = clean, 8% = late)	Jumps While Punching His Fist Forward, Deals Good Damage and Knockback.
== Grabs/Throws ==
Type 	Name	Damage 	Description
Grab 	 	(N/A) 	Grabs An Opponent, With Unite Hand, A Fairly Slow 
Pummel 	 	(2.5%) 	Squeezes The Opponent With "Unite Hand", A Fairly Slow Pummel.
Forward	 	(4% = hit 1, 2% = throw, 6% = total). 	Throws the opponent forward and uppercuts them,
Back 	 	(7% = hit 1, 5% = throw, 12% = total). 	Slams opponent backward under him, like as if they are a basketball.
Up 	 	(10% = fireball, 5% = throw, 15% = total).	Throws the opponent upward then throws a fireball at them, this
is Wonder Red's most powerful throw and can KO opponents
regardless of weight class around 100%,
Down 	 	(4% = stomp, 3% = throw, 7% = total). 	Slams the opponent down and stomps on them sending the foe
upward, can be followed up by a dash or smash attack.
== Taunts ==
Up = Wonder Red does a flip then punches forward saying “Team, Unite up!”
Side = Swipes his hand and says "We will use the force".
Down = Slams fist onto chest. This initiates a Smash taunt called the Wonder 
Introductions, in which Wonder Red introduces opposing characters with special
appearances from other characters in the series, only on the stage Courtyard.
== Special Moves ==
Type 	Name 	Damage 	Description
Neutral Special	Unite Hand 	(4% = uncharged, 15% = half charged, 28% = fully charged).	Begins to charge up the Unite Hand. Must be fully charged to attack. Can be released to continue charging from where he left off at a later time. If the charge is stopped for a long period of
time, it automatically resets. When fully charged, obliterates anything or anybody on contact with a 
powerful punch,
Side Special 	Wonderful Strength	(3% = hits 1-2, 5% = hit 3 up/side), 4% = hit 3 down), 6% = hit 4 up,
7% = hit 4 side, 2% = hit 4 down, 4% = hit 5).	Proceeds to combo the opponent with Wonder Punch strings, If tilted up on final hit, hits an uppercut. tIlted down, turns Wonder hand into a screwlike item attacking. Tilted neutral or side, finishes with a powerful punch forward,
Up Special 	Ascending Fist 	(3% = hit 1, 1% = hits 2-5, 2% = hit 6, 9% = total). 	Wonder Red travels upward with his flame covered Unite Hand, Reference to the box art for
The Wonderful 101. The final hit has high knockback,
Down Special 	Hero Counter 	(1.2% = maximum 10) 	Wonder Red counterattacks with a heavy punch, to counter physical attacks used by opponents,
== Final Smash ==
Type 	Name 	Damage 	Description
Final Smash	Wonderful One	(7% = per hit center, 5% = per hit edge)	Wonder Red calls upon the powers of the Wonderful Ones where they form a large W at
the top of the stage. It then fires a ray of energy that can be controlled by using 
the control stick. It deals multiple hits as long as the ray connects with the 
opponent. It does more damage in the center of the ray compared to it's edges.
Category:Characters
Category:Playable Characters
Category:Super Smash Bros. (series)
Category:Super Smash Bros. Characters
Category:The Wonderful 101 (series)
Category:The Wonderful 101 Characters
Category:Males