Super Smash Bros. Obliteration/Spring Man

Spring Man is the Main Protagonist/Mascot of the game A.R.M.S. and a Downloadable/Free DLC Character in Super Smash Bros. Obliteration. This Lanky Extendable armed brawler is brand new and ready for action, in a universe where only the strongest can survive. Belived to have incredible strength and determination as an arena fighter, Spring Man has a huge infinity for eating huge boxes (at least 12 slices of pizza), as well as ifting weight as his style of training, surprisingly not getting fat in the process. Ready to rumble and extend his A.R.M.S. to Punch opponents up to a mile away, Spring man is ready to defeat multiple opponents in his path, and spring to the top of the Mountain of Smashers.With a moveset based around numerous A.R.M.S. weapons and gloves found throughout A.R.M.S. itself, Spring man is ready to deliver a hyper-extended knockout punch to any opponent who dares to cross him, in a true fight for the ages.
==Attacks==
 	 	 	
Neutral 	Light ARMS	(3.5% Punches 1-2, 5.5% = Final Jab, 12.5% = Total). 	A series of Punches are delivered the first three with the revolver arm and then a 
final jab with the guardian, this Neutral jab is one of the strongest in the game 
and delivers decent knockback against opponents regardless of weight.
Forward Tilt 	 	(10%) 	Swings the Blorb arm forward at an opponent and punches with it horizontally, this
attack has enough weight to break an opponents shield,
Up Tilt 	 	(7%) 	Slings the Blorb arm in an arcing direction upwards at an opponent, has weak power but
low ending lag at the same time,
Down TIlt 	 	(5% = Hit 1, 6% = Hit 2, 11% = Total). 	Punches downward twice with his Buff arm Gloves, this attack has a 1/4 chance of
burying an opponent in the ground for upwards to 3 seconds.
Forward Smash	Blorb Spin	(4% = Hits 1-4, 16% = Total/All Hits Connect). 	Charges up and then spins the Blorb in a forward direction around himself the attack hits up
to four times and has moderate knockback against lightweight and middleweight opponents that 
are hit.
Up Smash 	 	(4% = Hits 1-2, 9% = Hit 3, 13% = Total/All Hits Connect).	Shoots his Tribolt upwards at a foe after charging and releasing, this Smash attack has the least knockback of any of Spring Man's Smash Attacks but still has good damage and low ending lag,
Down Smash 	 	(30% = Close, 20% = Mid, 10% = Far). 	Charges up and Slams the Ground with his buff arm gloves, this attack will always result in the burial of any opponent who is impacted, damage is determined by how close an opponent is when hit as the attack extends to 15 feet in range.
==Aerial Attacks==
Type 	Name 	Damage 	Description
Neutral	 	(5% = Punches 1-2, 10% = Total). 	Performs a pair of punches with his normal ARMS at an opponent while in midair,
this move has the least damage, ending lag, and knockback of Spring Man's 
Aerial Attacks.
Forward	 	(13% = sweetspot, 9% = sourspot) 	Delivers a series of jabs followed by a walloping punch with his Bubb ARMS Glove at an opponent while in midair, has good meteor smashing capabilities if sweetspotted.
Back 	Chakram Slam 	(8% = Hit 1, 10% = Hit 2, 18% = Total). 	Swings the Chakram ARMS weapon behind himself  back and forth while in midair hitting
twice, deals heavy damage regardless of weight class and has moderate knockback against 
lightweight and middleweight opponents who are impacted by the attack.
Up 	 	(5% = Shots 1-3, 15% = Total). 	Fires three total shots using his Tribolt at opponents while airborne, these Tribolt shots have a 1/10
chance of paralyzing a foe and can KO the opponent if they are airborne in an area above a surface.
Down 	Klabammer Slammer	(9% = Hit 1, 11% = Hit 2, 3% = Shockwave, 23% = Total).	Delivers a pair of powerful downward slamming attacks with the Klabammer Arms Weapon at an opponent while they are airborne and smashes them to the ground, the second hit deals Meteor Smash damage and
is followed up by shockwave damage upon reaching the ground which can damage adjacent opponents within three feet, this is Spring Man's strongest Arial Attack, dealing a whooping 23% total damage.
==Other Attacks==
Type 	Name	Damage 	Description
Floor Attack (Front)	 	(7%) 	Swings his Primary ARMS Gloves in Both Forward/Back Directions while getting up.
Floor Attack (Back) 	 	(6%) 	Same As Front Attack, Just With Less Power.
Floor Attack (Trip) 	 	(7%) 	Swings his Primary ARMS Gloves in Forward/Back Directions near the ground.
Ledge Attack 	 	(8%) 	Punches with his right Boomerang ARMS Glove while Climbing Up.
Dash Attack 	 	(3% = Boomerang Front, 5% = Boomerang Back, 4% = Tackle, 12% = Total).	Using his Boomerang ARMS Glove Spring Man punches and dashes forward
dealing both Boomerang and Tackle damage in the process, the Boomerang 
hits both forward and back, and the attack deals good knockback against 
lightweight and middleweight opponents and has a 1/5 chance of stunning 
an opponent upon impact.
==Grabs and Throws==
Type 	Name 	Damage 	Description
Grab 	 	(N/A) 	Grabs An Opponent.
Pummel 	 	(2.9%) 	Headbutts The Opponent, A Moderately Strong, But Fairly Slow Pummel.
Forward	 	(5% = Hit 1, 3% = Throw, 8% = Total). 	Shoves the Opponent forward and then punches them with his main ARMS
Gloves, this attack has the weakest damage and Knockback out of all of
Spring Man's throws.
Back 	 	(10% = Hit 1, 4% = Throw, 14% = Total) 	Throws the Opponent behind himself and then slams them with the Megaton
ARMS Weapon, this throw also has a 1/10 chance of burying and opponent 
to upwards of 8 seconds in the ground, regardless of power or weight class.
Up 	Tribolt Toss	(3% = Shots 1-3, 2% = Throw, 11% = Total).	Tosses the opponent vertically and then fires three shots at them using the
Tribolt ARMS weapon, this Attack can be followed up with a Smash Attack thanks 
to its low ending lag and low knockback.
Down 	 	(12% = Hit 1, 5% = Throw, 17% = Total). 	Pushes the Opponent to the Ground and then slams them with the Klablammer
ARMS weapon, This Attack sends opponents upwards at much as 10 feet into the
air and is Spring Man's Strongest Throw.
==Taunts==
Up = Rockets up before landing in a straight vertical.
Side = Spring man looks at the camera throws four punches and 
then smiles with excitement.
Down = Pretends to sleep on his boxing glove out of boredom.
==Special Moves ==
Type 	Name 	Damage 	Description
Neutral Special	Choose Your ARMS	(Upward: Boomerang = 16%, Parasol = 15%),
(Mid: Phoenix = 19%, Ice Dragon = 17%),
(Downward: Sparky = 21%, Popper = 18%).	Spring Man selects one of six ARMS Gloves/Weapons thatare randomly chosen by the direction of the tilt of the control stick, These Arms Weapons include Boomerang, Phoenix, Sparky, Ice Dragon, Popper and Parasol, Each of these ARMS havea 50/50 or 1/2 chance of appearing depending on the tilt of the Control Stick, damage is also determined by the ARMS that is randomly chosen.
Side Special 	Chakram 	(23% = Close, 15% = Mid, 7% = Far, 3% = Stun).	Spring Man Fires the Chakram ARMS Weapon in Both Forward/Backward Directionsdirectly horizontal across the stage at opponents, damage from the Attack is based on how close orfar opponents are when they are hit, the Attack moves both forward and back and will automaticallyParalyze/Stun any opponents that are hit for 3 seconds, the move extends to upwards of 10 feet and will stop if it hits a maximum of 2 opponents in a line, the Attack deals additional 3% Stun Damage.
Up Special 	Slink Grab 	(8%) 	Spring Man uses the Springs in his normal gloves to attain vertical support and recovery while airborne, the direction of the pull can be altered/manipulated slightly by tilting the control stick.
Down Special 	Homie 	(3% = Per Hit, 6% = Two Hits Connect, 9% = 3 Hits Connect, 12% 4 Hits Connect,
15% = 5 Hits Connect, 18% = Max Damage/All Hits connect)	Fires up to 6 missles from the Homie Arms Glove/Weapon which home on opponents for upwards of 10 seconds and deal 3% damage and can deal up to 18% Damage if all hits connect against one opponent.
==Final Smash==
Type 	Name 	Damage	Description
Final Smash	Dragon	(30%) 	Spring man changes his arms to dragons and he can shoot up to ten giant fire lasers within a 20 second time frame, the lasers deal 30% damage per hit regardless of the opponents weight or power class and can KO easily starting at 90%, once again regardless of the opponents class.
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