Mr. Waternoose

==Entrance==
===The Terror Within===
A TV displaying a commercial for Monsters Inc. is on the stage. Mr. Waternoose comes up behind it and gives a scare, then smacks the TV off its stand.
==Playstyle Origin==
As CEO of Monsters Inc., Mr. Waternoose's goal is to keep the power crisis in Monstropolis under control, even if he has to resort to shady tactics in order to collect screams to power the city. He's a mix between Stage Control and Resource Manager, Waternoose utilizes a mix of physical strength and outside resources like scream power to get the upper hand against a foe while also keeping his distance from their attacks. In addition to his specials, Waternoose uses his patented scare tactics for opponents up close, making him a force to be reckoned with.
==Special Attacks==
===Neutral Special - Scream Canister===
Waternoose loosens a canister of scream power, sending out a couple shockwaves that stun opponents around him. He then tosses the canister away, harming anyone in the toss path. The used canister now works as an item for Waternoose and the opponents. After being thrown by a fighter, the canister stays in a new spot near the fighter it hit when thrown. The canister stays onstage for 3 seconds until it goes away. Hold B to make the canister release longer lasting screams that deal higher damage to those around Waternoose as he sets it off. It can also allow the canister to travel longer distances, which can be affected by the physics and hazards of the stage as well. You can have multiple canisters out at once, but wait until one's completed its scream power before adding another to the mix.
===Side Special - 23-19===
Waternoose throws a stray sock. It latches onto the opponent it hits and issues a 23-19, meaning two CDA agents drop in to quarantine the opponent and leave afterward. You can only use it again after the CDA's done with the cleansing process. If another opponent approaches the agents while the quarantine area's up, they'll be thrown into the area and damaged for as long as they're inside. The sock can also have the CDA agents come in and place a protective bowl over it, disabling it. Any opponents approaching the bowl will be hit by an explosion that removes itself and hurts those in the way. The move is also great for Starscream's Null Ray Generator which otherwise isn't greatly affected by opposing attacks. When the sock hits the trap, its effects are nullified, making it easier for the CDA agents to complete their duty. Waternoose can use this move again after the trap is either destroyed or the bubble stays for 8 seconds.
===Up Special - Showdown Platform===
Waternoose presses a button and a platform lifts him up. When used on land, the platform stays on stage, allowing for Waternoose and his teammates to use it freely while the pole that elevates it acts as a wall for opponents. Assists and traps of Waternoose and his teammates can be held too, allowing for some interesting setup potential. Use it again on land and the old platform despawns while the new one rises. In midair, the platform spawns under Waternoose, allowing for some good vertical coverage. It despawns the moment he hops off.
===Down Special - Our Top Scarers===
Waternoose presses a button that raises a door in front of him. The door rising has a hitbox that can launch opponents upward. With a door out, reinput and the door will activate. Now if an opponent approaches the door, one of Monsters Inc's finest scarers jumps out and roars, stunning them and dealing knockback. The scarer varies with every door Waternoose puts up. Depending on their relative proximity with the opponent, they deal some knockback. Pressing B near a door triggers a scare early, making a monster come out without needing the opponent near. This can help keep things unpredictable for the competition as they'll get scared one way or another. 1 in 6 times an opponent approaches a door (or Waternoose triggers it), it opens to a trailer park. Doesn't seem like much at first, but then out comes Randall to kick the opponent away dealing the most damage. You can combine this with the platforms for a combo guaranteed to KO anyone at high damage. And of course the doors retain functionality on the platform.
===Final Smash - Banishment===
A rail comes down and drops a metal door that hurts anyone in the way. Those near the door will be pushed into the Himalayas, leading to banishment and a nasty fall. Opponents at 100% or more are instantly KO'd while those lower just get frozen for a few. More than one opponent can be banished.
==KO Sounds==
1. *groans*
2. "No, no, no, no, no!"
Star: "OH NOOOO!"
Screen: "Ohh!"
==Taunts==
Up: "I'll kidnap a thousand children before I let this company die!"
Side: "A single touch could kill you!"
Down: "You've seen too much."
==Results==
===Victories===
1. "Of course, M.I. is prepared for the future."
2. "An entire scare force out of commission. What else could go wrong?"
3. *groans* "How many times do I have to tell you? It's all about presence! About how you enter the room!"
===Losage===
Waternoose is carried off by the CDA
==Standard Attacks==
===Ground Attacks===
*Jab - Waternoose does a sharp pinching
*Dash Attack -
*Side Tilt - Waternoose pokes
*Side Smash - Waternoose jumps forward saying "Roar!"
*Up Tilt -
*Up Smash -
*Down Tilt -
*Down Smash -
===Aerials===
*N-Air -
*F-Air -
*B-Air -
*U-Air -
*D-Air -
===Throws===
*Grab - Waternoose grabs the opponent with one hand
*Pummel -
*Forward -
*Back -
*Up - Waternoose does a seemingly light toss upward
*Down - Waternoose drops the opponent on the ground saying they're going in there
Category:Playable Characters
Category:Characters
Category:Disney
Category:Pixar
Category:Male
Category:Adults
Category:Villain
Category:Unhuman
Category:Stage Control
Category:Resourcer
Category:Throw Some Lawl Z
Category:Throw Some Lawl Back At 'Em
Category:Lawl Zero
Category:Playable Character