Popuko & Pipimi

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Both =
== Entrance ==
===TAKESHOBOOOOOO!===
Popuko and Pipimi crash into the stage while riding a bike with a Sidecar. This causes an explosion that fades away revealing the girl that was selected.
==Moveset==
===Down B: Pop Team Switch===
At first glance, it’s simple as simple could ever be: switching between characters. However, what makes this one unique is how it takes only about 7 frames to swap characters, with no start-up or endlag. While most tag teams have to wait for an opening to swap, this team’s main focus is swapping out while fighting. Popuko’s attacks deal huge damage and knockback, but not only is her range rather lacking, her tools aren’t built for combos whatsoever. Pipimi can combo quite easily and also zone out opponents with projectiles and disjoints, but she has little to no kill moves in her disposal. Both of them would be unviable as separate characters, which is why the Down B should be utilized to its fullest potential. For example, Pipimi could set up a nasty combo, and at the last minute, she switches to Popuko who then deals the finishing blow. Most of their special moves are fully supported by this one mechanic, and using only one of them is usually not recommended during serious play.
===Final Smash: Hegemony Dynamic===
Popuko and Pipimi dash each one in one direction, trapping any opponent in the middle of it (even with shields). Afterwards, a cutscene will play in which the two fuse to turn into one golden statue, which flies upwards and then dashes towards the trapped opponent at max-speed, dealing immense damage and knockback.
==Victory Poses/Losing Pose==
* Option 1: Popuko: "Good game!" *Pipimi appears behind her magically*
* Option 2: *Pipimi is sitting in a throne disguised as a dictator, surrounded by Popuko clones and petting one with her hand* Pipimi: "My ideal world..."
* Option 3: Popuko and Pipimi: "Yyyyay!" *they high five*
* Losing Pose: *flipping both middle fingers*
|-|Popuko = 
==Moveset==
===Neutral B: Your Motherfucking Life===
Popuko raises a hammer behind her. While in this stance, she retains most of her mobility (Can double jump, can walk and run, but can't do things like attack, shield, or roll). Only when you press B again will she slam her hammer down. The longer the hammer is charged, the more damage it does when the move activates. The interesting thing, though, is that you can switch to Pipimi while the hammer charges, and Pipimi will still have full access to her movement and attacks (besides specials). Switching back to Popuko immediately makes her slam the hammer down, with a few more added frames of start-up lag.
===Side B: Xylophone Solo===
Popuko plays a xylophone while boosting forward. As a burst movement option, this deals damage via contact with either Popuko or the xylophone. The knockback and damage output is determined by the distance she goes while playing; the farther it goes, the more damage and knockback it deals. The boost has a maximum distance Popuko can travel before she stops, but it can also be stopped early by shielding. If Popuko is near a ledge while playing, she’ll perform a ski jump off the ledge, with a hitbox that deals a hefty amount of knockback. This is particularly handy for off-stage kills and edgeguards, but it cannot be cancelled out of.
You can also press A to do the ski jump early, no ledge required.
===Up B: Death By Jagged Manga Balloon===
A jagged manga balloon appears behind Popuko, causing her to die and turn into an angel that goes upwards. You can slightly move the angel horizontally, but while a bit on the slow side, the vertical reach is nothing to laugh at. The ascension will end after about 2 seconds, but it can also be ended early via airdodge. Contact with the angel deals very little damage, but disjoints can often work against it. The jagged manga balloon has a hitbox with very high knockback and damage, but it only lasts the first few frames, and is only active on the ground. If performed in the air, Popuko’s corpse will fall down, potentially spiking opponents. 
==KO Sounds==
* KO Sound 1: "Oagh!"
* KO Sound 2: "Wait!"
* Star KO Sound: "Waaaaaaaahhhh!"
==Taunts==
* Up Taunt: *pointing at herself multiple times* "I'm me!!!!"
* Side Taunt: "Are you upset?"
* Down Taunt: *performs the Eisai Haramasukoi dance*
|-|Pipimi = 
==Moveset==
===Neutral B: Satellite Cannon===
First, Pipimi kicks a soccer ball with very little startup lag. The ball alone deals about 4% damage and very low knockback. It can bounce off walls and opponents, and it can bounce off the ground once, then disappears if it hits the ground again. The kick itself can also deal damage, but it doesn’t have that much practical use apart from that. At any time where the ball is visible, pressing B again will have Pipimi shoot an energy blast that aims towards the ball. The energy blast deals about 8% damage and moderately high knockback. If done correctly, the opponent can get hit by both the ball and the energy blast, making this move a great combo finisher. It can also work as an out-of-shield option, since kicking the ball has very little startup.
===Side B: An Idol's Dream===
Upon tapping Side B, Pipimi summons a Popuko clone that clings onto her back. Pipimi can still move around and attack as usual, think of this as a wearable item like Smash’s Tanooki Leaf. The only drawback to this action is slightly lowered speed. If the Popuko clone is touched by an opponent, it will blow up, dealing light damage. While this may seem like a massive defensive boost for Pipimi at first, the clone itself is quite small, so opponents can still attack Pipimi from the front or with a low enough attack. Pressing Side B again will have her throw the clone, giving her another projectile option to work with. The last option involves the Down B. Instead of a simple switcheroo, a sizable explosion surrounds Pipimi before switching to Popuko. This explosion is one of Pipimi's only kill moves, but it mainly serves as a get-off-me tool to keep foes in check.
===Up B: Turbo Coach Pipimi===
Pipimi transforms into a turbo jet and can perform one of two actions. When on the ground, Pipimi boosts forward and then slightly rises up at the end, much like a plane initiating lift-off. The front of the plane has a hitbox, acting like a multi-hit combo ender with a good amount of damage to boot. In the air, Pipimi spins in a diagonal angle. This also has a hitbox similar to the grounded version, but the main difference is that Popuko rides Pipimi, and shoots numerous bullets in random directions if you hold B. Each bullet deals chip damage and very, very little knockback.
While simpler than other specials, the main takeaway is the contrast to Popuko’s Up B. Death by Jagged Manga Balloon is slower, vertical, and controllable, as Turbo Coach Pipimi is quicker, horizontal, and linear. Through the use of Down B, these two complimentary moves give players the ability to decide how they want to recover.
==KO Sounds==
* KO Sound 1: "Ouch!"
* KO Sound 2: "My feelings are hurt!"
* Star KO Sound: "I gave myself to you!"
==Taunts==
* Up Taunt: *crossing her arms* "Ever heard of the Skeleton?"
* Side Taunt: "I'm not upset"
* Down Taunt: *thinks about Hellshake Yano*
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Category:Playable Character
Category:Lawl Encore
Category:Pop Team Epic
Category:Female
Category:Tag Teams
Category:Mix-Up
Category:Bait-and-Punish
Category:Pressure
Category:Zoner
Category:Rushdown
Category:Teenagers
Category:10's
Category:Anime Characters
Category:Youtube Poop
Category:Japanese