Super Smash Bros. by GoopyLad (Working Title)/Newcomer Movesets

==Echo Differences==
===Shadow Kirby===
*Some of Shadow Kirby's neutral attacks use the Master ability.
*Shadow Kirby's Down Special is Metal, although it behaves mostly the same as Stone.
*Shadow Kirby's Final Smash is different from Kirby's. He slashes in front of him with Master. If any opponents are caught by the slash, he does a quick flurry of Master strikes on the enemy and then finishes it off with a Sword Beam.
*Shadow Kirby has a completely different Neutral Special, Sword Beam. Shadow Kirby swings Master, causing a beam to fly out that deals damage.
===Alph===
*Alph uses Rock Pikmin instead of Purple Pikmin.
*Alph's final smash uses the S.S. Drake instead of the Hocotate Ship used in Olimar's final smash.
===Octoling===
*Octoling has a different final smash, Tenta Missiles. The Octoling fires the Tenta Missiles into the air, and they then come down targeting enemies.
*Octoling uses the Octo Shot instead of the Splattershot.
*Octoling uses the Octobrush instead of the Splat Roller. The Octobrush is slower but deals more damage.
*The Octobrush is also used for the Octoling's forward smash.
*Octoling uses Autobombs instead of Splat Bombs. Once they hit the ground, instead of detonating, they walk around, targeting nearby opponents and exploding if it reaches one. After a few seconds, if it does not reach a target, it explodes automatically.
===Digby===
None.
===Bow Kid===
*Bow Kid does not keep the hats on after using a special, instead switching back to her normal bow.
==Newcomer Movesets==
===Mii Mage===
*Neutral Specials:
**1: Fire
***Mii Mage shoots a bolt of fire straight forward, which bursts into flames when it hits an opponent.
**2: Lightning
***Mii Mage shoots a slow, yet strong ball of lightning.
**3: Freeze
***Mii Mage uses Ice Magic to create an explosion of ice around them. It freezes opponents hit by it.
*Side Specials:
**1: Explosive Burst
***Mii Mage summons an explosion a bit in front of them, which expands and can hit opponents multiple times. After a bit, it explodes.
**2: Energy Bits
***Mii Mage shoots 3 small balls of energy.
**3: Super Bomb
***Mii Mage shoots a blast forward, which sticks to opponents for a bit and then explodes. It can be transferred from one person to another before it explodes.
*Up Specials:
**1: Teleport
***Mii Mage teleports upwards.
**2: Wind
***Mii Mage hops up using wind. The wind blows opponents downwards.
**3: Lightning Ball
***Mii Mage summons a ball of lightning, which can be controlled. If it hits the Mage, they are launched, which can be used to recover.
*Down Specials:
**1: Barrier
***Mii Mage puts up a Barrier that reflects projectiles.
**2: Sleep Tight
***Mii Mage produces waves of some form that put nearby opponents to sleep.
**3: Mini Explosion
***Mii Mage makes a small, yet powerful explosion around them.
*Final Smash: Giga Explosion
**Mii Mage casts a spell, causing an explosion to cover a large portion of the stage.
*Victory Theme: 
===Paper Mario===
*Neutral Special: Hammer
**Paper Mario pulls out his hammer and charges up. If you charge for long enough, Huey will come out. Once B is released, depending on if you charged enough to summon Huey, the effect will change. If you didn't charge enough, it will be a normal hammer swing with decent damage and no effect. If charged enough, Paper Mario will jump up, spin around a few times, and slam down, creating a paint shockwave. This deals massive damage and inks opponents, which behaves similarly to Inkling's ink. The fully charged strike has super armor.
*Side Special: Kooper
**Kooper comes out, runs in front of Paper Mario, and retreats into his shell. Mario then jumps up and bounces off of Kooper's shell, launching it at opponents. By hitting Paper Mario between Kooper entering his shell and the bounce, you can cancel the attack and use Kooper as an item, which behaves basically the same as a Green Shell. When used as an item, Kooper's shell disappears automatically after about 5 seconds of not being held. Mario can not use his Side Special during those 5 seconds or while Kooper is being held. Isabelle, Digby, and Villager can also pocket Kooper's shell, and it lasts in the pocket and prevents Side Special usage until Paper Mario is K.O'd, the pocketer is K.O'd, or the pocketer throws the shell, after which the 5-second rule applies.
*Up Special: Parakarry
**Parakarry appears and flies up a bit with Paper Mario.
*Down Special: Watt
**Watt appears and unleashes a field of electricity around Paper Mario, which deals electric damage and paralyzes opponents.
*Final Smash: Black Bowser's Castle
**Paper Mario jumps off the screen, as the camera pans up to reveal Black Bowser's Castle falling down towards the stage. It then crushes opponents, dealing massive damage, and then a flash of light. Once the light is gone, Paper Mario is back on stage. He does a quick pose, and all of the enemies hit by the castle are sent flying.
*Victory Theme: 
===Bandanna Waddle Dee===
*Neutral Special: Multispear Thrust
**Bandanna Dee jabs forward with his spear. If it hits an opponent, he unleashes a flurry of strikes, before finishing off with a powerful stab.
*Side Special: Waddle Spear Throw
**Bandanna Dee charges up a spear throw. He can walk around during the charge. Once B is released he throws the spear. If it was charged enough, however, he instead throws 3.
*Up Special: Waddle Copter
**Bandanna Dee begins spinning his spear around above him, allowing him to float around. You can move in basically any direction during the float, though he stops after a while, putting him into special fall.
*Down Special: Ground Thrust/Moon Drop.
**On the ground, Bandanna Dee dashes forward with his spear, finishing with an upwards slice to launch opponents. In the air, Bandanna Dee drops straight down with his spear, spiking opponents.
*Final Smash: Waddle Dee Ball
**Bandanna Dee summons some Waddle Dees, which form into a ball and roll forward, dealing great damage to anyone in the ball's path. if it is over a pit, the ball falls down, ending the attack early in an explosion of Waddle Dees.
*Victory Theme: 
===Hat Kid===
*Gimmick: Hats
**After using a Special, Hat Kid keeps the Hat used in that special equipped until either another special is used, or Hat Kid is KO'd. Each Hat has a different minor buff.
*Neutral Special: Brewing Hat
**Hat Kid puts on the Brewing Hat and throws a potion. You can charge it by holding down B.
***This move's Hat is the Brewing Hat, which slightly increases Hat Kid's attack power.
*Side Special: Scooter Badge
**Hat Kid puts on the Sprint Hat and equips the Scooter Badge, and then gets on the scooter. You can move around, jump, and bury opponents by running them over. You can leave the scooter by double jumping, pressing B again, or getting hit.
***This move's Hat is the Sprint Hat, which buffs Hat Kid's speed.
*Up Special: Dweller's Mask
**Hat Kid equips the Dweller's Mask. This causes two invisible blocks to be revealed, which Hat Kid jumps off of, before going into free fall as the Dweller's Mask's effects wear off and the blocks disappear.
***This move's Hat is the Dweller's Mask, which increases Hat Kid's Shield Durability.
*Down Special: Ice Hat
**Hat Kid uses the Ice Hat to turn into an Ice Statue. When in the air, she plummets straight down until she hits the ground or an opponent. When used on the ground, it doesn't deal damage but can be used to block some attacks, although it breaks if too much damage is taken.
***This move's Hat is the Ice Hat, which increases Hat Kid's weight.
*Final Smash: Time Stop
**Hat Kid spins her umbrella around. If anyone is hit, Hat Kid puts on the Time Stop Hat and slows down the opponent(s), and then unleashes a flurry of umbrella strikes, before resuming time and launching them away.
***This move's Hat is the Time Stop Hat, which slows down opponents a tiny bit when they attack you.
*Victory Theme: 
**Instead of the normal results screen theme, this song plays after Hat Kid's victory theme. This also applies to Bow Kid.
===Susie===
*Neutral Special: Fight
**A bar appears above Susie, with a thin white rectangle sliding over it. The bar has a "target" rectangle at the other end. Press B again to stop the moving rectangle.Timing is extremely important for this move, as messing it up can lead to either very little damage or no damage at all.
***Early: Depending on how close the rectangle was to the target, it will deal a small bit of damage.
***Perfect: Deals major damage.
***Late: Deals no damage, and leaves Susie vulnerable.
*Side Special: Rude Buster
**Susie unleashes a Rude Buster, which is a projectile. It doesn't have very good range but deals lots of damage.
*Up Special: Elevator
**An elevator spawns, and Susie travels upwards with it before it disappears and puts her in special fall.
*Down Special: Axe Counter
**Susie assumes her Defense position for a short period of time. If attacked while she is in this position, she quickly draws her axe and counterattacks.
*Final Smash: Team Attack
**Kris appears behind Susie and rushes at enemies. If any enemies are hit, then they are surrounded by a flash of light. Once it fades, the enemies are in the Deltarune battle arena, and are attacked by Susie, Ralsei, and Kris. Susie finishes off the attack with a Red Buster.
*Victory Theme: 
===Taranza===
*Neutral Special: Taranza Ball
**Taranza charges up a ball until B is pressed again. If charged for long enough, it becomes a Super Taranza Ball, which is bigger and deals more damage. The ball bounces off of surfaces but disappears when it hits an enemy.
*Side Special: Web Hold
**Taranza summons a net-like object made of psychic energy. While Taranza is vulnerable while doing this, up to 3 opponents can be grabbed with it. By releasing B while an opponent is in the net, or by slamming the net into the ground, it explodes, launching away trapped enemies.
*Up Special: Bounce
**Taranza summons a heart-shaped web below him and bounces up off of it, putting him into special fall. Other players can bounce off of it as well, and it breaks after 3 bounces.
*Down Special: Taranza Burst
**Taranza charges up by holding B, before unleashing an explosion around him. When charged for long enough, it will become a Super Taranza Burst, which is bigger and deals more damage.
*Final Smash: Queen's Phantom
**Taranza summons a phantom that resembles Queen Sectonia. The phantom then shoots lightning through various angles below her, before eventually disappearing.
*Victory Theme: 
===Bendy===
*Gimmick: Ink
**As Bendy takes damage, his Ink Level increases, indicated by the amount of ink covering his eyes. The more Ink he has, the more damage he does. At higher Ink levels, some attacks are changed, including specials.
*Neutral Special: Soda Bottle
**Bendy shakes up a soda bottle for as long as the B button is held down. Once B is released, he opens the soda bottle, causing it to spray. The spray damages enemies and pushes them away.
*Side Special: Snowman
**Bendy quickly builds a snowman. It melts after a few seconds automatically. If an opponent touches it before it melts, it melts early but freezes the opponent. The snowman grows in size and increases freeze duration relative to Bendy's Ink.
*Up Special: Firepole
**A fireman's pole spawns, and Bendy climbs up, before hopping off the top and going into special fall. If you perform an aerial before Bendy jumps off, he does that and then enters special fall without the jump.
*Down Special: Scare
**Bendy puts on a ghost costume and attempts to scare nearby opponents. If an opponent is in range, they get paralyzed for a bit, though it has no knockback or damage. When the Ink Level is high enough, he instead transforms into Ink Bendy and attempts to scare opponents. The range is slightly larger, the paralysis lasts longer, and it deals quite a bit of damage and knockback.
*Final Smash: The Ink Demon
**Bendy transforms into Beast Bendy and rushes forward, dealing massive damage to enemies.
*Victory Theme:
===Tetromino===
*Gimmick: Blocks
**A large amount of Tetromino's Specials revolve around the usage of Blocks, which are placed by its Neutral Special.
*Neutral Special: Place Block
**Tetromino places up to 3 random Tetris blocks in front of him. They can be destroyed after about 20% of damage is dealt to them. When destroyed, a small explosive hitbox deals damage to opponents.
*Side Special: Block Menu
**A menu opens, which allows Tetromino to select which block will be used next in its Neutral Special.
*Up Special: Pick Up
**A block spawns under Tetromino, resetting its jumps. Only one can be spawned without touching the ground, and it automatically disappears after a few seconds. If Tetromino is on it while it disappears, it will be sent into special fall.
*Down Special: Fast Drop
**Tetromino drops straight to the ground, which has a meteor smash hitbox and can detonate blocks placed by its Neutral B.
*Final Smash: Tetris
**Tetromino dashes forward, knocking anyone hit into the air. A cinematic final smash then activates, where several Tetrominoes fall onto the opponent(s), knocking them to the bottom. Eventually, the collection of Tetrominoes is almost a perfect rectangle except for one little space, which the playable Tetromino Fast Drops into, causing all of the blocks to detonate, doing massive damage to the trapped opponent(s).
*Victory Theme: 
===Porky===
*Neutral Special: Pork Bomb
**Porky throws a Pork Bomb, which explodes after a bit or on contact. It can be thrown farther from or closer to Porky by holding left or right after pressing B.
*Side Special: Spider Mech
**Porky gets in the Spider mech and dashes forward, dealing damage to opponents hit while he is in it.
*Up Special: Helicopter
**Porky gets in a helicopter and flies upwards. It can be controlled freely while in midair. After a while, it disappears and Porky enters special fall. Porky can also jump out early by pressing B again, causing the helicopter to fall down and eventually explode, restricting Porky from using it again for a while in exchange for dealing great damage to enemies.
*Down Special: Mecha-Porky
**Porky summons a Mecha-Porky, which walks around for a bit, before tripping and exploding.
*Final Smash: Bed Mecha
**Porky gets in the Bed Mecha, which begins to fire lasers randomly around the stage, dealing massive damage to opponents hit by the lasers. At the end, the Bed Mecha disappears and Porky falls to the ground.
*Victory Theme:
===Ninten===
*Neutral Special: PK Beam
**A chargeable beam that deals massive damage when fully charged.
*Side Special: BrainShock
**Ninten uses BrainShock, which acts similar to Mewtwo's disable and stuns nearby opponents.
*Up Special: Teleport
**Ninten disappears for a bit. During this period, you can use the control stick to adjust where he returns, or you can press B again to make him reappear early. If no buttons are pressed, Ninten will reappear a good bit above his original position.
*Down Special: Shield
**Ninten puts up a Shield. When hit with a physical attack, Ninten drops the shield and counterattacks. When hit with a physical projectile, the projectile is reflected. When hit with an energy-based projectile, the shield has no effect and Ninten takes damage like normal.
*Final Smash: PK Burst
**Ninten uses BrainCyclone to stun all opponents on the stage, and then unleashes a barrage of PK attacks such as Fire, Freeze, and Thunder, upon the opponents to deal massive damage, before finishing off with a PK Beam to launch away opponents.
*Victory Theme: 
===Geno===
*Neutral Special: Geno Beam
**Geno charges up a beam. For each level of charge, a star appears on the star meter above Geno. If B is released right as the third star appears on the meter, it deals much more damage compared to if you release B before or after.
*Side Special: Geno Whirl
**Geno tosses a disk of light forward. It doesn't do much damage. However, if you press B again right as the disk hits an opponent, it deals much more damage and launches the opponent incredibly far, allowing for kills at surprisingly early percent.
*Up Special: Geno Ejection
**Geno jumps out of the puppet, revealing his star form as it flies up. The discarded puppet then explodes and respawns where the star is so he can return to the puppet, before entering special fall.
*Down Special: Geno Blast
**Geno summons beams from the sky to the left and right of him.
*Final Smash: Geno Flash
**Geno transforms into a cannon and shoots an energy ball forward. After a bit of travelling, it begins to enlarge, rapidly damaging opponents caught in the ball. Eventually, the stage is engulfed in a flash of light, which launches caught opponents away, as the light fades away and the battle resumes.
*Victory Theme:
===Mage Sisters===
*Gimmick: Mage Switch
**The Mages' Shield Special, Mage Switch, allows you to swap between Mages mid-battle, allowing access to three unique movesets in one character.
*Neutral Specials:
**Francisca: Frozen Gelato
***A chargeable attack. Francisca throws the head of her axe, which deals damage to opponents and can bounce off of platforms.
**Flamberge: Berge Finish
***Flamberge slashes upwards with her sword, which launches opponents and sends some fireballs to also damage opponents.
**Zan: Zan Zlash
***Zan slashes twice with her spear.
*Side Specials:
**Francisca: Cisca Dash
***Francisca lunges forward with her axe, carrying caught opponents to the end of the move and then finishing with an axe slash that launches foes.
**Flamberge: Flam Flambé
***Flamberge digs her sword into the ground and dashes forward with it, causing flames to erupt from the ground. The move is cancelled when Flamberge reaches a ledge, or when you release B. Ending the move with the latter method results in her slashing upwards.
**Zan: Zan Zkewers
***Zan dashes forward and thrusts her spear multiple times, ending with an electric thrust that sends a lightning bolt.
*Up Specials:
**Francisca: Cisca Uppercut
***Francisca swings upwards with her axe, which deals damage and carries opponents until they get launched at the peak of the move. However, by pressing B again before the peak, she can bring the axe back down, spiking opponents.
**Flamberge: Burst Jump
***Flamberge jumps upward with a flaming burst, dealing great damage to enemies in the process.
**Zan: Lightning Dodge
***Zan zaps upwards at lightning-fast speeds, which deals no damage, but goes farther than the other Mages' Down Specials, and it lets Zan dodge attacks. The direction can be altered by quickly moving the control stick in the direction you want to go.
*Down Specials:
**Francisca: Deadly Ice Candy
***Francisca spawns a few icicles, which rain down, hitting nearby opponents.
**Flamberge: Scorching Sword Plunge
***Flamberge plunges four flaming swords into the ground; two to her left, two to her right.
**Zan: Lightning Lemonade
***Zan summons a lightning cloud, which strikes lighting to the right and left of Zan, before disappearing.
*Shield Special: Mage Switch
**The Mage currently in use hops off-screen, and the next one in line hops in her place. The order is Francisca, Flamberge, Zan.
*Final Smash: Sister Circle
**The Mage Sisters form into a circle and roll across the screen, dealing massive damage to all enemies onscreen.
*Victory Theme: 
==DLC Newcomer Movesets==
===Magikarp===
*Neutral Special: Tackle
**Magikarp hops and attempts to slam forward. If it hits an opponent, it deals damage and he bounces off.
*Side Special: Bounce
**Magikarp bounces up a bit, and then slams down, spiking opponents. It can be used as a good method of horizontal recovery, as it can be cancelled right before the slam.
*Up Special: Magikarp Jump
**Magikarp jumps up high. This deals no damage, but is one of the best recovery moves in the game.
*Down Special: Flail
**Magikarp flails around. The more damage Magikarp has taken, the stronger flail will be.
*Final Smash: Evolution
**Magikarp evolves into Gyarados and unleashes a Hyper Beam, dealing massive damage to the opponent. After launching opponents away with the beam, Gyarados roars and devolves back into Magikarp. There's also a small chance he evolves into Mega Gyarados, although this is purely appearance and changes nothing about the power of the move.
*Victory Theme: 
===Poochy===
*Gimmick: Poochy Pups
**Poochy can call Poochy Pups with his Down Special to help with his attacks.
*Neutral Special: Lick/Poochy Pup Toss
**Poochy lunges forward and tries to lick opponents. The lick damages opponents and temporarily decreases their speed. By holding B, you can instead throw a Poochy Pup if you have any out. Poochy Pups deal about the same damage as Lick, but can be a good projectile option.
*Side Special: Charge
**Poochy charges forward, which deals great damage and decent knockback to enemies. He can turn around and jump while charging, and can cancel the move by pressing B again. Poochy also gets Super Armor during the charge. Cancelling in mid-air puts Poochy in special fall.
*Up Special: Bubble
**Poochy becomes encased in a Bubble, which floats upwards a bit and then pops. You can move left and right during the ascent. Other people can hit the bubble, popping it and leaving Poochy in special fall to die.
*Down Special: Yoshi's Egg
**Poochy calls a Poochy Pup, which follows him around. These Pups can be used for Poochy's Neutral Special, and can assist him with some normal attacks. Only 3 can be on the stage at a time.
*Final Smash: Poochy Stampede
**Poochy charges forward, and any Poochy Pups currently out do the same. Any opponents hit are pulled into a Cinematic Final Smash, where a stampede of Poochy Pups run over the opponents and deal massive damage, similar to Yoshi's Final Smash. Each Poochy Pup that is out when the FS is activated equals an extra 15 damage.
*Victory Theme: 
===?===
===Classic Sonic & Tails===
*Gimmick: Switch
**Sonic and Tails can switch at will by using their Down Special. Both have slight changes between their movesets.
*Neutral Special: Spin Dash/Drop Dash
**Sonic and Tails charge up a Spin Dash, which is a bit faster than Sonic's, but also a tiny bit weaker. In midair, while Tails still does a Spin Dash, Sonic instead uses a Drop Dash. When Sonic uses the Drop Dash, he drops straight to the ground and rolls forward, which is more powerful than the Spin Dash. The drop also spikes.
*Side Special: Shield Dash
**Sonic activates a random shield and dashes forward. Flame Shield deals the most damage and knockback out of the three, and also deals fire damage. Thunder Shield deals great damage but little knockback, and paralyzes opponents. Aqua Shield deals normal damage and knockback, with no special effects. Tails does a normal dash when Sonic uses this move, which is a little bit less powerful than Sonic's Aqua Shield.
*Up Special: Tails Carry
**Sonic summons a Yellow Spring which bounces him up a bit. Tails then grabs Sonic and flies up a bit. During the second part, Tails can move to the left or right. If Tails is dead, Sonic simply bounces off the spring, which is a much worse recovery and can only go straight up. If Sonic is dead while Tails is the leader, Tails simply flies up, which can go left and right like the second part of the normal recovery.
*Down Special: Swap
**Sonic and Tails spin around dealing minor damage, and then switch places, allowing Tails to be the leader and Sonic to be the second character.
*Final Smash
**Both Sonic and Tails have different Final Smashes, depending on which one is in the lead. During the Final Smashes, the one who is not in the lead can move and attack freely.
*Sonic's Final Smash: Super Sonic
**Classic Sonic uses the Chaos Emeralds to transform into Super Sonic. The attack goes vertically instead of horizontally, making it different from Sonic's.
*Tails' Final Smash: Super Tails
**Classic Tails uses the Super Emeralds to transform into Super Tails. It goes horizontally, although Tails can move Flickies to the left or right to deal rapid damage and possibly combo into Tails himself. The Flickies automatically move up and down along with Tails.
*Victory Theme: 
===Primid===
*Neutral Special: Fire Primid
**Primid turns into a Fire Primid and shoots a fireball from its mouth, which explodes upon contact with an enemy.
*Side Special: Boom Primid
**Primid summons a boomerang and throws it forward, and it then comes back. The throw can be angled.
*Up Special: Spear Jump
**Primid crouches down for a second and then launches itself upwards while spinning, dealing minor damage to opponents. It can be slightly angled.
*Down Special: Acrobatic Stomp
**Primid will jump up and attempt to stomp down. If an opponent is hit, they are hit and knocked away, as the Primid flips backward and makes a pose. The pose can be canceled.
*Final Smash: Subspace Gunship
**Primid jumps away, as the Subspace Gunship emerges from Subspace. It then can be aimed by a reticle, and by pressing A or taking long enough, it fires a beam, which creates the effects of a Subspace Bomb, dealing massive damage to opponents hit by the burst. At the end, it explodes, as the Gunship disappears and Primid returns to the stage.
*Victory Theme: 
===Banjo-Kazooie===
===Cat===
*Neutral Special: Elemental Duelist
**Cat pulls out the Elemental Duelist Cat's swords and swings them. Both swings deal fire damage. It can be charged for far more power by holding B.
*Side Special: Archer Cat
**A chargeable arrow similar to Link's Neutral B.
*Up Special: Bird Cat
**Cat turns into a Bird Cat and flies up a bit, before reverting to normal and going into special fall. Similar to Pit's Brawl Up Special.
*Down Special: Psychocat
**Cat uses Neo Psychocat's portal to suck in nearby opponents. Opponents caught in it take rapid damage for a bit and then get thrown out.
*Final Smash: Cat Cannon
**The Cat Base appears, and the Cat Cannon fires, dealing massive damage to enemies.
*Victory Theme: 
===Cuphead===
*Gimmick: Super Meter
**Over time, as Cuphead deals damage, his super meter increases. When it's 1/5 full, perform a Shield Special and then a Neutral or Side Special to use an EX attack, or use Up or Down Special to give some slight buffs to the move. When the meter is full, using a Neutral Special will unleash a much weaker, shorter-ranged version of his Final Smash.
*Neutral Special: Charge
**Cuphead shoots out a weak projectile, which does very little damage. However, if you hold down B, he charges it up, and it deals far more damage at full charge.
**Charge's EX Version is Radial Barrage, which unleashes a burst of damage around Cuphead.
*Side Special: Roundabout
**Cuphead shoots out a boomerang-like projectile, which goes forward a bit and then goes the opposite direction. It deals more damage on the way backwards.
**Roundabout's EX Version is Jumbo Rebound. Cuphead shoots out a giant disc, which racks up damage and minor knockback as long as an opponent is in it. After a bit, it tries to return to Cuphead. Cuphead can move out of the way, causing it to try and return again, still damaging opponents. After a while, if it doesn't return to Cuphead, it disappears automatically with a small explosion and launches foes.
*Up Special: Parry
**Cuphead jumps up as a pink bullet flies by, and uses the Parry to bounce off of it. The bullet can damage opponents.
**Parry's buffed version is Whetstone, which deals great damage to opponents during the Parry, in exchange for less vertical distance.
*Down Special: Giant Ghost
**Cuphead transforms into his Giant Ghost form, which spins around a bit. You can charge it to increase the spin length, though this doesn't affect power. Due to becoming a ghost, physical attacks go right through the Giant Ghost, though energy-based projectiles can cancel the move.
**Giant Ghost's buffed version makes it automatically reach full charge, as well as increasing the damage.
*Shield Special: EX Activate
**If the super meter is at least 1/5 full, Cuphead pulls out a card from the super meter and uses it, beginning to glow a bright blue while removing one card from the meter. He can then input a Special to use that special's EX/Buffed version. If the super meter is less than 1/5 full, he tries to pull out a card but fails, causing him to be sad for a second, leaving him vulnerable. If it takes too long for you to input a special, the glow disappears and you regain the card.
*Final Smash: Energy Beam
**Cuphead fires a large energy beam from his head, dealing massive damage. Depending on how many cards are in the super meter, the attack is stronger, dealing 15% more for each card, in exchange for removing all full cards from the meter.
*Victory Theme: 
**This theme is similar to Cloud's, as it keeps going through the Results Screen.
===Prince Fluff===
*Neutral Special: Yarn Whip
**Fluff uses the Whip to grab nearby enemies, and then rolls them into a ball with Top form, before throwing them in the direction held during the toss.
*Side Special: Off-Roader
**Fluff turns into off-roader form and drives forward a bit. Goes about 1/2 of Final Destination, and automatically stops at the ledge.
*Up Special: Pendulum
**A gray button spawns, and Prince Fluff grabs it with his whip. He then transforms into pendulum form, launches himself upwards, and then returns to normal and enters special fall. Opponents can hit Fluff's whip between the grabbing of the button and the transformation to break it and put Fluff into special fall while canceling his recovery.
*Down Special: Fluff transforms into weight form and slams down, causing a shockwave when he lands. Spikes in midair.
*Final Smash: Tankbot
**Prince Fluff jumps away, before returning in Tankbot form in the background. A reticle appears that you can move around freely, as the Tankbot shoots a few missiles at its location. After a few missiles, the Tankbot flies up, before crashing down in the middle of the stage, making it explode as Fluff falls out. During the fall, you can move the Tankbot to the left or right to adjust where it lands.
*Victory Theme: 
Category:Super Smash Bros. (series)
Category:Lists