Super Smash Bros. Ultimate x Kirby Super Star

X   
Super Smash Bros. Ultimate x Kirby Super Star is a DLC Pack for Super Smash Bros. Ultimate featuring additional Kirby series content not already represented in the game, and the fourth Challenger Pack released for Fighter's Pass 3VIL. This DLC Pack will include a new fighter, the Mid-Boss All Stars, along with a new stage, spirits, music, and a Classic Mode that can only be completed by the Mid-Boss All Stars.
==Reveal Trailer==
==Fighter: Mid-Boss All Stars Enter the Arena!==
MID-BOSS ALL STARS	MID-BOSS ALL STARS
 	
Universe 	Kirby
Availability 	Downloadable
Final Smash 	True Arena
Icon 	
===Overview of the Character===
Some of Kirby's most frequent but not strongest foes, the Mid-Boss All Stars, Grand Wheelie, Mr. Frosty, and Bugzzy, join the battle! The Mid-Boss All Stars are a rotating trio of characters similar to the Pokémon Trainer, but unlike the Pokémon Trainer do not change based on player input. Rather, much like the fights against Mid-Boss All Stars in various Kirby games' "The Arena", each boss has a certain amount of hit points, 55 HP to be exact, that they can take before exploding (doing slight damage to any opponents who touch the explosion) and being replaced with the next Mid-Boss in the lineup. The Mid-Bosses always rotate in the same order (although which one the player begins the battle with can be selected on the character selection screen), being Grand Wheelie, then Mr. Frosty, then Bugzzy, then back to Grand Wheelie again.
However, losing all their HP does not cause the Mid-Boss in play to lose a stock and have their damage meter reset; the only way to get a stock on the trio is to knock whichever one of them is in play into a blast zone, which can get difficult when building up too much damage at once in a combo simply causes the mid-boss in play to explode and a new one to spawn as if they had lost a stock, making their opponent have to build up an entirely new strategy against the new one they may be fighting against, as the three mid-bosses have wildly different assets and strategies to prevent opponents from getting too comfortable. The Mid-Bosses share a damage meter, meaning that the next one will start with the amount of damage that the previous one had when it exploded, rendering them easier to defeat and knock around with stronger hits until they are knocked into a blast zone and a stock is taken. The Mid-Boss All Stars function in battle much like they do in the Kirby series, an onslaught of foes that seem easy to defeat at first but just seem to keep coming as their opponents get weaker and weaker before one of them finally gets to sneak in and get a stock off.
Each of the Mid-Bosses excels in certain things; Grand Wheelie is the fastest of the three, designed around needling opponents with his fast, pursuit-based combos, doing a lot of light damage but having pitifully low launch power to compensate. Mr. Frosty is a slower trapper, with unique freezing mechanics that allow him to freeze opponents in blocks of ice that he can push offstage and put opponents in precarious positions even if they manage to break free, but is the only one of the three to not have six jumps, has an extremely predictable and punishable recovery, and high startlag and endlag on his most useful tools. Bugzzy is a close-range grappler, capable of exploiting missed attacks to snatch opponents in one of his four command grabs and tossing them around the stage for extremely early KOs in exchange for said command grabs being utterly useless if they miss, causing him to struggle from a distance and against projectile characters. The best strategy with the Mid-Boss All Stars is to try and capitalize off of the Mid-Boss one is playing as for as long as they can, as one well-timed onslaught of attacks can lead to losing the Mid-Boss and having to adapt to another one.
====Grand Wheelie====
Grand Wheelie is the member of the Mid-Boss trio who is treading the most new ground in Smash, as he is the first fighter without any limbs whatsoever (with even Piranha Plant having its arm-like leaves). Based around abilities from both his various boss fights and abilities possessed by the Wheel Copy Ability, Grand Wheelie is a rushdown character with highly potent combo strings and the ability to pursue opponents around the battlefield with ease. Although he has six jumps, they don't allow him to go very high and are best used for horizontal movement. Grand Wheelie's unique ability to turn his entire body into a hitbox pretty much at will makes approaching him rather difficult, but his lackluster vertical movement means that he can just as easily lose a stock to his own mistakes as to his opponents'.
Grand Wheelie, like the other Mid-Bosses, is a heavyweight fighter, being the "medium" in weight of the three. His sturdiness means that he has extremely safe approach options which allow him to utilize his high movement speed to begin long combo-strings that can build up a lot of damage if the player can manuever him around with enough skill. However, unlike most heavyweights, Grand Wheelie's damage output is not particularly high, as the fighters of Smash are used to taking much harder blows than simply being run down by a sentient tire. His low knockback can work against him when he ends up fighting an opponent who is just on the cusp of ending a stock, as his Smash Attacks, his only moves with any real KO power, are highly laggy and do not have an enormous range due to Grand Wheelie's lack of limbs. His aerial moveset is also rather weak, reflecting the fact that most of Wheel's strengths lay in ground movement and the only time Grand Wheelie should really be in the air is to assist his ground movement.
Despite Grand Wheelie's limited vertical range and lack of killpower, his attacks can string into each other quite effectively and his main strength lies in priming opponents for Mr. Frosty or Bugzzy to go in and lay down the finishing blow. As a result, he is most effective at the beginning of a match, where opponents have low enough damage to be knocked into his potent combo strings and he has low enough damage to not be at risk for being hit into the blast zone if opponents get a strong hit on him. However, at higher percents, his combos are much less reliable and his struggles to get back onstage are apparent, meaning that players must make the most of his abilities when the player can access them, much like the rest of the All Stars.
====Mr. Frosty====
Mr. Frosty is the slowest and heaviest of the Mid-Bosses, but unlike fellow slow-heavyweight-in-a-trio Charizard is not the heavy hitter of the trio. Rather, Mr. Frosty's moveset is based around his ice abilities, having a variety of traps that can freeze opponents in blocks of ice for him to push around the battlefield as he pleases. When opponents are frozen by Mr. Frosty, they act differently from being frozen in moves like Lucas' PK Freeze, instead being frozen in a block of ice that Mr. Frosty can push from side to side, potentially sending opponents right into the blast zone if they're frozen at high enough percentages. However, being frozen in Mr. Frosty's ice cubes acts like being buried, and opponents can mash out easily at lower percentages, meaning that he is most effective when opponents have a bit of damage built up already.
He is the only of the three Mid-Bosses to not have six jumps, instead having two and a fairly predictable recovery. To compensate for his lack of jumps, each jump is individually higher, giving a surprisingly potent airgame with attacks that hit hard, even being able to push his ice blocks around at a faster speed than normal, giving opponents less time to escape. Mr. Frosty's slow speed means that pursuit is not really an option for him like it is with Grand Wheelie, and he must capitalize off of whiffed moves from opponents in order to either whack them with a powerful attack or freeze them in place to knock them into the blast zone. He also has the worst framedata of the three, having the other mid-bosses' endlag in addition to a whole bunch of startlag on his most potent moves and making him the most strategic of the three. 
Mr. Frosty's role in the Mid-Boss trio lies in exploiting opponents at middling percentages, having slow but powerful attacks and a variety of traps that can take stocks early if they're pulled off correctly. His status as the heaviest mid-boss means that he is the least likely to be knocked into the blast zone, but his limited HP means that his ability to sponge up damage is not without a price. Mr. Frosty can also be effective at higher percentages under the right circumstances, as his ability to freeze opponents can end tough stocks with ease if he manages to land one of his freezing moves.
====Bugzzy====
Bugzzy is a grappler, and one of the few straight-forward grapplers in the series. Middling in speed and the lightest in weight between Grand Wheelie and Mr. Frosty, Bugzzy nonetheless has some unique tricks up his sleeve that make him feel like his own fighter. Like Grand Wheelie, Bugzzy has six jumps, but he can actually gain some height with them to assist his rather situational Up Special. Bugzzy can also press the jump button as he falls to slow his descent by flapping his wings, but this can only really get him horizontal distance. His main strength lies in his damage output, as Bugzzy's many throws can take stocks at scarily low percentages, especially with his command grabs off-stage giving him the ability to turn an edgeguard attempt into a stock for himself with ease.
Much like the Suplex ability he embodies, Bugzzy is based entirely around grabbing and tossing his opponents around. Uniquely, all four of his special moves are command grabs, meaning that, between that and his standard grabs and throws, he has the ability to toss opponents pretty much anywhere on the battlefield that he pleases. He has the best airgame of the three mid-bosses, with his surprisingly powerful attacks and his command grabs making getting anywhere near him dangerous. However, Bugzzy does have his drawbacks; he is the only one of the three mid-bosses without a means to deal with projectiles, meaning that approaching is the most difficult for him. His recovery is, as previous mentioned, extremely situational as he needs an opponent to Fury Stomp off of in order to gain any height with it and will otherwise fall.
Bugzzy's role in the trio is to close out stocks quickly; landing only one of his command grabs can turn the tide of battle at higher percentages as he can easily hurl opponents straight into the blast zone before they even have time to react, and he consistently is the hardest hitter of the three (to reflect his status as a fighter). However, if one happens to get to Bugzzy when their opponent is at lower percentages, they will have an uphill battle, as Bugzzy's combo game is almost non-existent due to most of his hits being too individually strong to link into one another and he, like the rest of the mid-bosses, has high endlag on a lot of his moves that makes building up damage difficult. 
===Moveset===
====Grand Wheelie====
=====Neutral Attacks/Tilts=====
*Neutral attack/jab - Grand Wheelie scoots forward a bit before turning right to bash into opponents with his exhaust pipes. This jab does not have an infinite, but is rather a one-two used to begin his combos.
*Forward tilt - Grand Wheelie zig-zags in and out of the background once, doing damage when he first moves forward as well as when he returns. This move can both begin combos and be a part of them, and comes out rather fast for a Mid-Boss move.
*Up tilt - Grand Wheelie leans forward, jutting his exhaust pipes upwards. This move is good for catching opponents trying to him from above, but it only really works practically up-close and is better for goading opponents into airdodging so Grand Wheelie can follow up with a combo-starter.
*Down tilt - Grand Wheelie juts forwards, functioning as a spammable moving down-tilt not unlike Banjo's or Mega Man's, albeit not travelling as far in exchange for speed. This move not only does light damage and can begin combos, but also halts Grand Wheelie's momentum and be used for mixups.
*Dash attack - Grand Wheelie turns his entirely body into a hitbox as he briefly speeds up to ram into any opponents in his way, acting similarly to Wario's Shoulder Charge but not hitting as hard, functioning as a way to continue combos as opponents are knocked away by Grand Wheelie's attacks.
=====Smash Attacks=====
*Forward smash - Grand Wheelie begins performing the Rocket Charge in place before speeding forwards surrounded in energy when the button is released to send opponents in his way flying as he rams into them, braking to a screeching halt after travellng a certain distance. The longer the button is held, the farther Grand Wheelie will travel when it is released, but he will not go beyond the end of a platform with it. This move has a lot of startup lag and ending lag, but hits hard and is one of Grand Wheelie's few potent kill tools.
*Up smash - Based on one of his attacks from the original Kirby's Adventure, Grand Wheelie "crouches" to begin charging up before jumping into the air when the button is released and slamming back down in the ground three times. While Grand Wheelie's body is a hitbox throughout this attack, meaning it can knock away opponents who are either above or below him, and it is capable of avoiding projectiles like King K. Rool's down smash, Grand Wheelie is not invincible during it and the attack cannot be cancelled, meaning that opponents can exploit the long animation to punish Grand Wheelie and send him either flying offstage or cause him to explode on the spot.
*Down smash - Based on the attack he uses to summon Wheelies in Kirby's Adventure, Grand Wheelie charges up before falling onto his side and revving his engine, causing opponents on either side to get smacked by his spinning tire and sent flying. This move is great for edgeguarding and two-framing as well as coming out the fastest of his smash attacks and being pretty much the only one that can be used as part of his combos, but is the weakest of the three by far and won't net any KOs until higher percentages.
=====Aerials=====
*Neutral aerial - Grand Wheelie performs a somersault in the air, his exhaust pipes and headlight hitting any opponents who may be near him as he does so. This move doesn't hit hard, but is a good get-off-me tool.
*Forward aerial - Grand Wheelie shines a beam of light from his headlight into opponents' faces, briefly stunning them and doing light damage before sending them a short distance away.
*Back aerial - Grand Wheelie spurts a cloud of exhaust from his pipes behind him, doing damage to opponents as well as propelling Grand Wheelie slightly forward if it hits.
*Up aerial - Grand Wheelie stalls in the air for a moment before jabbing his exhaust pipes upward. While this move doesn't hit super hard, it hits hard enough to be a combo finisher and give him enough time to speed away and regroup before starting a new combo.
*Down aerial - Based on the Downshift ability introduced for Wheel in Star Allies, Grand Wheelie drills downwards before continuing to dash. Uniquely for a down aerial, this allows him to return to the ground while keeping his momentum, making it a valuable tool for returning to the stage once he has been knocked into the air.
=====Special Moves=====
*Neutral Special - Exhaust Cyclone - Grand Wheelie spews exhaust out of his pipes as he spins in a circle in place. Grand Wheelie’s body can deal knockback in addition to the exhaust being able to briefly stun opponents if they aren’t hit by his body. This move comes out fast and can be great for beginning combos, but it has a lot of endlag and can be highly punishable if it misses. However, if it hits, Grand Wheelie can act out of it instantly, making him capable of capitalizing on punishes just as much as opponents can capitalize on punishing him.
*Side Special - Charging Dash - Grand Wheelie uses the Wheel Copy Ability’s signature move, the Dash. In Smash, the move functions as a burst movement option that Grand Wheelie can act out of with either an attack, a jump, or even a shield or grab. This is the best way to get Grand Wheelie to top speed as well as a horizontal recovery option, albeit only really working effectively when recovering high, as he falls rather quickly. This move can also be charged to make Grand Wheelie travel faster, but it takes a while to get to top speed and it only really makes sense to use it when one can plan for it.
*Up Special - Drill Dive - Based on an attack he uses in Triple Deluxe, Grand Wheelie begins spinning and writhing around as he charges in place, before launching himself straight upwards, spinning air around himself like a drill as he gains minor vertical height.  This move is faster than in the source material, and is a better offensive combo move than a recovery move. Since Grand Wheelie is designed to be used early in stocks, hopefully one will not have to use it in a recovery context.
*Down Special - Wheelie Toss - A rather strange projectile acting similar to Bowser Jr.’s Mechakoopas, Grand Wheelie falls on his side and begins writhing around before a smaller Wheelie pops out. The Wheelie functions as a weak projectile, driving forwards until it hits an opponent to do light damage. Despite it’s weak power, the Wheelie will keep traveling in the same direction until it hits an opponent or the blast zone, making it a potent edgeguarding tool for gimping recoveries. However, opponents are given plenty of time to hit it to cancel its damage or even reflect it back at Grand Wheelie, meaning that it is not particularly consistent.
=====Grab/Throws=====
*Grab - Grand Wheelie opens up the "hood" of his protective covering before slamming it down on opponents in front of him, spinning his tire against them as they're trapped in place for a pummel.
*Forward throw - Grand Wheelie "spits" opponents out of the "hood" before ramming into them and sending them forwards, allowing him to follow up with a combo should he so wish.
*Back throw - Grand Wheelie jumps up, knocking opponents into the air out of his "hood" before spewing exhaust at them and sending them flying a short distance.
*Up throw - Grand Wheelie throws the opponent onto his exhaust pipes before leaning forward and shooting them straight upwards with a stream of exhaust.
*Down throw - Grand Wheelie "spits" opponents onto the ground in front of him before spinning his tire on top of them for massive damage, albeit with little knockback.
=====Miscellaneous Animations=====
*Side taunt - Grand Wheelie revs his engine, causing a few wisps of smoke to appear from his exhaust pipes.
*Up taunt - Grand Wheelie spins his tire rapidly, causing him to become closer in appearance to Kirby's Wheel ability.
*Down taunt - Grand Wheelie "plays dead" and falls onto his side before getting back up.
*Victory pose 1 - The three mid-bosses perform a Kirby Dance together, with the mid-boss in play at the end of the match in the center.
*Victory pose 2 - The two mid-bosses not in play toss the one who was at the end of the match into the air a few times, the camera focusing on the player mid-boss celebrating.
*Victory pose 3 - The three mid-bosses appear on screen one-by-one before striking a cool-looking pose.
====Mr. Frosty====
=====Neutral Attacks/Tilts=====
*Neutral attack/jab - Mr. Frosty performs a one-two slap before hitting opponents with his butt for a third hit. This jab does not have an infinite, but comes out fast and can be a good get-off-me tool.
*Forward tilt - Mr. Frosty performs a single headbutt forwards, based on the animation for when he throws his ice cubes throughout his various incarnations (although this one is closest to Kirby Super Star). This move doesn't hit particularly hard, but is mainly designed to send his ice cubes flying towards the blast zone at high velocity.
*Up tilt - Based on one of his Triple Deluxe attacks, Mr. Frosty puts an ice cube in his mouth, causing his head to get slightly larger and smack opponents upwards who happen to be hit by it. This move is far more effective as an anti-air than a combo starter, as it can create a hitbox "trampoline" to catch opponents with an element of surprise due to its low startup.
*Down tilt - Based on an attack he performs in his boss battle in Kirby's Block Ball, Mr. Frosty flops down onto his stomach before performing a single roll in the direction he is facing to do medium damage and knockback. This attack is similar to King Dedede's down tilt, as it is both slow and surprisingly powerful for a down-tilt, although it won't be netting Mr. Frosty any KOs.
*Dash attack - Another move similar to King Dedede's, Mr. Frosty trips before flopping forward onto his stomach, hitting any opponents who have the misfortune of being trapped under him hard. Like King Dedede's, this move has a lot of startup and endlag, but can KO at very low percentages, making the risk well worth the reward.
=====Smash Attacks=====
*Forward smash - Mr. Frosty begins running in place as he charges up before beginning to run slowly forwards with his entire body as a hitbox upon the button being released. This move is most powerful at the start of the attack, but it lasts a long time and Mr. Frosty can easily be punished if it misses. However, Mr. Frosty also has super armor during this move, meaning that he can use its wide range to armor through projectiles and make approaching far easier than it would be otherwise.
*Up smash - One of the few attacks shared between the Mid-Bosses, Mr. Frosty crouches down to begin charging up before jumping into the air upon the button being released and slamming back down into the ground three times, capable of avoiding projectiles that would normally hit him as they travel below him. Mr. Frosty's version of this attack hits harder than Grand Wheelie's and can bury opponents who happen to be beneath him when they're hit by it, but the even longer animation makes him even more susceptible to punishment if it misses.
*Down smash - Based indirectly on an attack he gained in one of his Star Allies rematches, Mr. Frosty charges up before summoning two icicles that spring up from the ground on either side of him, freezing any opponents who touch them instantly. While this is Mr. Frosty's fastest freezing tool, it is also highly telegraphed and can be easily be avoided by those who see it coming. This move can also two-frame at the ledge, making it very useful for edgeguarding.
=====Aerials=====
*Neutral aerial - Similar to other rounder characters like Wario, King Dedede, and King K. Rool, Mr. Frosty puffs up his stomach for an extended hitbox that, while not that strong beyond the initial hit, can be a helpful landing tool and can also assist with pushing his ice cubes around.
*Forward aerial - Mr. Frosty reels back before leaning forward in a belly flop, spiking any opponents who happen to get hit by his stomach. This move is a surprisingly deadly spike, as it comes out fast for a spike and can be difficult to predict.
*Back aerial - Mr. Frosty juts his butt out behind himself, hitting any opponents who happen to behind him away, acting similar to Peach/Daisy's but being slower and more powerful. While not based on anything that Mr. Frosty has done, it is in a similar vein to other butt-based attacks he uses, as he often smacks his own butt to telegraph his attacks throughout the Kirby series.
*Up aerial - Based on attack he uses in Triple Deluxe, Mr. Frosty surrounds himself in ice before twirling around in a circle and stalling in place for a moment before resuming his fall. Opponents hit by the ice will be dealt multi-hitting damage and even have a 1/10 chance of being turned into ice cubes off of it, making it valuable as both a juggling tool and a freezing setup.
*Down aerial - Similar to up aerial but in a downwards direction instead, Mr. Frosty surrounds himself in ice again before drilling downwards towards the stage, trapping opponents who are hit by the swirling ice in ice cubes for Mr. Frosty to knock around. While a fast way to return to the ground, it doesn't hit particularly reliably and has a high amount of endlag.
=====Special Moves=====
*Neutral Special - Ice Breath - Mr. Frosty takes a deep breath before breathing out a stream of ice that freezes any opponents who touch it after dealing a certain amount of multi-hitting damage. This is how Mr. Frosty traps his opponents inside ice blocks to begin batting them about the stage, but he must be crafty in order to get a hit off as it has high starting lag and is highly telegraphed. While Mr. Frosty has never really been shown to do this, it is one of the signature abilities of the Ice Copy Ability, which Mr. Frosty gives Kirby upon being inhaled.
*Side Special - Ice Block - Mr. Frosty shakes his butt at the camera, tosses a smaller ice block into the air and whacks it in the direction the player was holding when the button was pressed. This ice block is a projectile affected by gravity, which does similar knockback to Wario on his bike if it manages to hit opponents, even if it doesn’t travel particularly quickly. 
*Up Special - Bellyflop Dive - Mr. Frosty performs a high vertical leap that travels in an arc before diving downwards, belly-first. If Mr. Frosty hits a platform on the way down, he will land on his belly and send any opponents beneath him flying.  However, if he doesn’t hit an opponent, it will take him a little while to get back up again, giving opponents an opening to attack him. This is Mr. Frosty’s main recovery tool, but it is not particularly safe, meaning that he will have to time it right in order to properly capitalize off of it
*Down Special - Ice Scatter - Although not a move that Mr. Frosty himself has ever used, this is based on one of the Ice Copy Ability’s moves from Kirby’s Return to Dream Land and beyond. Preparing to take a hit from an opponent, Mr. Frosty temporarily encases himself in a block of ice. If an opponent hits the block of ice, it will take the hit for Mr. Frosty, exploding into shards that can do light damage to any opponents who may touch them, as well as briefly stunning them. While not doing a high amount of damage or knockback, it is a great way to keep opponents in place so Mr. Frosty can hit them with a powerful attack.
=====Grab/Throws=====
*Grab - Based on an attack he gained in Kirby Super Star, Mr. Frosty scoops upwards with both hands to try and stuff opponents in his mouth. For a pummel, he sloshes them around in his cheeks, doing light damage.
*Forward throw - Mr. Frosty spits opponents out inside an ice cube, which is easier to break out of than if they are frozen by his neutral special but will slide along the stage nonetheless until broken out of.
*Back throw - Similar to Mario's back throw and Banjo's forward throw but based on an ability he uses to assist Kirby in Kirby's Pinball Land, Mr. Frosty spits opponents out before grabbing with both hands, spinning them around, and tossing them behind him. While not a kill throw, Mr. Frosty has a few follow-ups off of it (such as his forward aerial) that nonetheless make it a valuable too.,
*Up throw - Mr. Frosty spits the opponent out above his head before headbutting them further upwards, like he would with his ice cubes in his boss battles. While not killing until higher percentages, it can be a valuable means of getting opponents away from the stage to give Mr. Frosty time to setup his freezing combos.
*Down throw - Mr. Frosty throws the opponent to the ground before hitting them with a powerful belly flop, bouncing them away along the ground. This move does a lot of damage but very little knockback at lower percentages, making it a good setup for either freezing or a Smash Attack should Mr. Frosty be able to set something up.
=====Miscellaneous Animations=====
*Side taunt - Mr. Frosty smacks his butt at opponents three times, a reference to something he frequently does in his boss fights.
*Up taunt - Mr. Frosty roars with anger and stomps up and down for a moment, a reference to the animation he performs while changing phases in Team Kirby Clash Deluxe.
*Down taunt - Mr. Frosty flops over onto his stomach with exhaustion, referencing his defeat animation throughout the Kirby series.
*Victory pose 1 - The three mid-bosses perform a Kirby Dance together, with the mid-boss in play at the end of the match in the center.
*Victory pose 2 - The two mid-bosses not in play toss the one who was at the end of the match into the air a few times, the camera focusing on the player mid-boss celebrating.
*Victory pose 3 - The three mid-bosses appear on screen one-by-one before striking a cool-looking pose.
====Bugzzy====
=====Neutral Attacks/Tilts=====
*Neutral attack/jab - Bugzzy performs two swipes with his mandibles before holding them open and snapping them shut for the finisher. If the button is held, Bugzzy will continue to swipe his mandibles up and down very quickly, trapping opponents in for multi-hitting damage.
*Forward tilt - Bugzzy performs a high kick in front of himself, knocking opponents away horizontally. This move comes out fast but doesn't hit very hard. While not an attack Bugzzy has performed 1:1, it references the Pinpoint Kick utilized by the Suplex Copy Ability.
*Up tilt - Bugzzy leans over and quickly opens his wings, smacking opponents away and into the air for light damage. This move can be a great combo-starter into moves like his up aerial and back aerial, but lacks power outside of that and won't be netting any KOs even at higher percents.
*Down tilt - Bugzzy crouches low and performs a sliding kick, knocking opponents who are hit by it into the air. While on the slow side for a down tilt and somewhat telegraphed, he can get a lot of distance off of it and is one of his least punishable tools for getting around the stage.
*Dash attack - Bugzzy turns his mandibles into a rhino beetle horn and bucks it forwards, scooping opponents hit by it into the air. This move references one of Bugzzy's throwing animations in Kirby Super Star.
=====Smash Attacks=====
*Forward smash - Bugzzy charges up before turning his mandibles into a rhino beetle horn and jabbing forwards, acting similarly to Marth and Lucina's Shield Breaker without the shield break ability and with more power as a regular attack. There is a sweetspot on the end of Bugzzy's horn during this attack, making it capable of KOing at startlingly low percents.
*Up smash - Like Grand Wheelie and Mr. Frosty, Bugzzy charges up before jumping into the air, lingering for a bit by hovering with his wings, and slamming back into the ground three times. Compared to the other two, Bugzzy's stomps are individually the weakest (to reflect his status as the lightest of the three) but all connect into one another reliably enough where it hits incredibly hard anyway.  This attack has a long animation but, once Bugzzy touches the ground for the final time, he is able to act out of it quickly.
*Down smash - Bugzzy crouches down before releasing two Bugzzy Jr.s from his wings on either side of him, based on an attack that he has been able to perform since Kirby's Adventure. Unlike in the Kirby series, the Bugzzy Jr.s will not stick around after the attack is done and solely act as disjointed hitboxes during the attack. While this attack has a wide range and hits decently hard, the Bugzzy Jr.s have the ability to tank projectile hits for Bugzzy, often rendering it his only way of slowly approaching through projectiles.
=====Aerials=====
*Neutral aerial - Bugzzy opens his wings and two Bugzzy Jr.s fly out, surrounding him in a circle before disappearing (presumably flying back beneath Bugzzy's wings). This move doesn't have a ton of power (as Bugzzy's minions are frail) and has. a long animation but is a great landing tool and, like with his down smash, the Buggzy Jr.s can take projectile hits for Bugzzy during this attack.
*Forward aerial - Bugzzy leans his head back before delivering a downwards swipe in front of himself with his mandibles. This move has a wide range but doesn't hit particularly hard, being most useful as a combo tool into either a grab or one of Bugzzy's specials.
*Back aerial - Bugzzy swings his foot behind himself to do a high amount of damage and knockback to any opponent behind him. While not netting KOs until higher percents, it can be a great way to get more aggressive opponents out of Bugzzy's space so he can prepare a setup into one of his command grabs.
*Up aerial - Bugzzy snaps his mandibles above his head quickly to send opponents higher into the air. This is Bugzzy's most effective juggling tool and he can use it to not only chase opponents into the top blast zone in the right circumstances, but also to condition opponents into making themselves vulnerable to his lethal command grabs.
*Down aerial - Bugzzy utilizes the Suplex Copy Ability's iconic Pinpoint Kick and kicks straight downwards, vastly increasing in velocity. If he hits an opponent, Bugzzy will bounce into the air and be able to go for another attack (even another Pinpoint Kick), similar to Greninja's down aerial. This attack is highly spammable and Bugzzy will often be able to land multiple kicks in a single combo, but a missed kick results in a high amount of endlag and an easy punish for an opponent.
=====Special Moves=====
*Neutral Special - Torrent Lariat - Bugzzy stands in a defensive position, his mandibles open.  If an opponent attacks him while he is in this position, his mandibles will clamp shut before he winds up and delivers a devastating uppercut, sending opponents flying in one of four directions that Bugzzy can send them in. While not as powerful as some of his other throws, it is a good get-off-me tool and can even KO at the ledge at higher percentages.
*Side Special - Dash Grab - Based on both one of the Suplex Copy Abilities' moves and a move he uses in several of his boss fights, Bugzzy winds up before charging forwards, mandibles-first, a la Incineroar’s Alolan Whip. Upon touching an opponent, Bugzzy will have the ability to throw an opponent into the ground either forwards (in which Bugzzy performs the Pile Driver and slams the grabbed opponent into the ground in front of him) or backwards (in which he performs the Back Breaker and leans back to slam an opponent into the ground), each of which have different uses. This move is highly telegraphed and somewhat slow to start up, but it has a wide range and can KO at extremely low percentages if he does manage to land it. Used close to the ledge, this move can be downright deadly, is it can catch recovering opponents and immediately hurl them back into danger for Bugzzy to follow up with another attack. It also functions as a horizontal recovery tool, albeit one that, like his fellow mid-boss Grand Wheelie, isn’t particularly safe. If this move misses when Bugzzy is touching the ground, he will briefly stumble for a moment and have to regain his balance before the player can act again.
*Up Special - Fury Stomp - A rather unique recovery move, Bugzzy begins charging up before launching himself slightly in any direction the player inputs. If he manages to touch an opponent on the ground, he will perform the Fury Stomp technique and deliver five quick kicks, the last of which bounces opponents off the ground and into the air for Bugzzy to follow up with as he leaps high into the air himself. If this move touches an airborne opponent, they will be spiked on the final kick, with Bugzzy once again jumping high to return to the ledge, making it one of the most deadly offstage tools in the game should an opponent try to chase him offstage. However, if it misses, Bugzzy will simply enter a helpless state and begin falling without even gaining much vertical height, making it a “high-risk, high-reward” recovery.
*Down Special - Body Slam - After some startup, Bugzzy delivers a quick, low bite with his mandibles, trapping any opponent caught in them and slamming them into the ground or meteor smash them. While the hardest to land of his command grabs, it can KO the earliest, capable of bouncing opponents off the stage straight into the top blast zone at surprisingly low percentages. However, if it misses, it has high endlag, meaning that Bugzzy must be sure he’s going to land this move if he wants to use it without getting punished.
=====Grab/Throws=====
*Grab - Bugzzy clamps his mandibles around opponents to trap them, shaking them about for his pummel. Bugzzy's pummel hits harder than most other characters' do, making it easy to build up damage when an opponent is grabbed.
*Forward throw - Bugzzy winds back before throwing the opponent forwards, causing them to travel high and far. This move references one of the Backdrop Copy Ability's moves, as Bugzzy was once commonly associated with that ability before being associated with Suplex.
*Back throw - Bugzzy performs the German Suplex utilized by the Suplex Copy Ability and flips backwards before smashing the grabbed opponent into the ground, sending them behind him. Close to the ledge, this move can kill at extremely low percents, making it something opponents will need to be wary of.
*Up throw - Bugzzy winds up before throwing opponents straight upwards, referencing another one of the Backdrop Copy Abiltiy's throws. At the top platform of Battlefield and other high platforms, this move can simply throw opponents straight into the blast zone at low percents, making it another one of Bugzzy's deadly throws that opponents need to watch out for.
*Down throw - Bugzzy uses the Rock Drop move by leaping into the air, holding his opponent above his head. At the top of the jump, Bugzzy flips so that the opponent is below him before slamming them down into the ground, sending opponents flying. This move has a long animation and can be mashed out of, but Bugzzy's powerful pummel means that he can easily make this quite difficult.
=====Miscellaneous Animations=====
*Side taunt - Similar to Bowser, Bugzzy pretends to stumble, using the same animation that he uses when missing his Side Special.
*Up taunt - Bugzzy makes the pose he makes when summoned as a helper in Kirby Super Star, Kirby Super Star Ultra, and Kirby Star Allies, putting one fist in the air while looking straight at the camera.
*Down taunt - Bugzzy faints and lies on his back, referencing his defeat animation throughout the Kirby series (although this version mostly closely resembles Nightmare in Dream Land's incarnation).
*Victory pose 1 - The three mid-bosses perform a Kirby Dance together, with the mid-boss in play at the end of the match in the center.
*Victory pose 2 - The two mid-bosses not in play toss the one who was at the end of the match into the air a few times, the camera focusing on the player mid-boss celebrating.
*Victory pose 3 - The three mid-bosses appear on screen one-by-one before striking a cool-looking pose.
====Final Smash====
All three characters share the same Final Smash; "True Arena".
*Final Smash - True Arena - A giant, dark Warp Star appears above where the current Mid-Boss in play is standing, sucking people in. Anyone unfortunate enough to grab on is whisked away to The True Arena, where they are mercilessly pummeled by Wham Bam Jewel, Galacta Knight, Magolor Soul, Soul of Sectonia, Star Dream Soul OS, and Void. Ends with Marx Soul's scream, for good measure. Once the cutscene is done, the dark Warp Star crashes down and explodes (like the Warp Star item), launching everyone who was on it in different directions, as well as dealing some damage and knockback to anyone at the point of impact.
===Alternate Costumes===
*The default costume, with Grand Wheelie as a black tire with an orange "hood", a light blue Mr. Frosty with black overalls and blue shoes, and a purple Bugzzy with a blue endoskeleton.
*Grand Wheelie as a black tire with a red hood and a yellow eye unique to this costume, a light orange-skinned Mr. Frosty with red overalls and green shoes, and a black Bugzzy with a red endoskeleton and purple limbs. These costumes all reference rematches with the three Mid-Bosses in both Kirby Triple Deluxe and Kirby Star Allies.
*Grand Wheelie as a dark blue tire with a dark green hood and normal white eye, a green tinted Mr. Frosty, and a green Bugzzy with a purple endoskeleton. These reference colorations in rematches in Kirby Super Star and Kirby Super Star Ultra.
*Grand Wheelie as a black tire with a blue hood, a red tinted Mr. Frosty, and a yellow Bugzzy with a blue-grey endoskeleton. Grand Wheelie's costume does not reference anything, while Mr. Frosty's references Kirby Super Star Ultra and Bugzzy's references Kirby: Nightmare in Dream Land.
*Grand Wheelie as a red tire with a cyan hood, a yellow tinted Mr. Frosty, and a red Bugzzy with a pink endoskeleton. Grand Wheelie's costume is from Kirby's Adventure, Mr. Frosty's is from Kirby Super Star, and Bugzzy's is yet another Nightmare in Dream Land costume.
*Grand Wheelie as a pink tire with a purple hood, a purple tinted Mr. Frosty, and a blue Bugzzy with a black endoskeleton. Grand Wheelie's costume references a coloration the Wheelies can have in Super Star, while both Mr. Frosty and Bugzzy's colorations are from the same game.
*Grand Wheelie as a grey tire with a light green hood, a pink-skinned Mr. Frosty with orange features, and an orange Bugzzy with a purple endoskeleton. Grand Wheelie and Bugzzy's costumes reference the "Helper to Hero" subgame in Super Star, while Mr. Frosty's coloration is from Nightmare in Dream Land.
*Grand Wheelie as a white tire with an orange hood, a yellow-skinned Mr. Frosty with green features, and a brown Bugzzy with a royal blue endoskeleton. Grand Wheelie's costume references Kirby's Adventure, Mr. Frosty's is from Nightmare in Dream Land, and Bugzzy's coloration is based on the coloration the Suplex ability gives Kirby in Super Star.
==Stage: The Arena==
==Classic Mode: [title unknown]==
==Spirits==
==Mii Costumes==
==Trivia==
*Bonkers was considered to be a part of the Mid-Boss All Stars, but was replaced with Grand Wheelie due to playing too similarly to King Dedede.
*Marx was considered for this slot instead, but was cut due to his moveset being too easy to make and EdGeorgenCody wanting more of a challenge.
*Grand Wheelie is the only mid-boss in the trio to not appear in Kirby Star Allies.
Category:Super Smash Bros. Ultimate Downloadable Content
Category:Fan DLC
Category:Kirby Characters
Category:Downloadable Content
Category:Kirby (series)
Category:Super Smash Bros. Ultimate
Category:Fighter's Pass 3VIL