Super Smash Bros. Crash/Light Plane

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The Light Plane (ライトプレーン, Raitopurēn) is a playable newcomer in Super Smash Bros. Crash. It is one of the vehicles used in the Flight Club that the player can learn to fly, alongside using a rocket belt, hang gliding, and parachuting, and an attack helicopter can also be used in bonus stages. In addition, using the down hyper reveals that Lark, a character from Pilotwings, pilots the Light Plane.
In Crash, the Light Plane is one of the largest characters in the game. Its overall mobility is average, with a decent dashing speed, excellent air speed, yet a crippling walking speed. One of Light Plane's greatest advantages is, fittingly, its massive amount of safe recovery options. Its high jump height is usually enough to get to the ledge. Should that not be the case, it can use Takeoff to fly through the air in a multitude of directions, with Light Plane being able to be controlled, or Runway to close a far gap between itself and the ledge, and use the granted super armor with the move to brush off possible edgeguard threats. Because of this, coupled with its slow falling speed, a skilled player can recover from almost any situation, meaning opponents need to hit it far enough out of the blast zones to score a KO. However, Light Plane does have some issues. While it is a heavyweight, its survivability is just merely average overall. This is mostly due to its enormous frame, making it easy for opponents to land attacks and combos. In addition, attacks of its own are quite weak despite some significant damage output, with its main KO options being forward smash, forward aerial, and back aerial.
== How to Unlock ==
* Clear Classic Mode as 10 character.
* Play 100 VS matches.
* Have Light Plane join the party in Shadows of War.
With the exception of the third methid, Light Plane must then be defeated on Pilotwings.
== Moveset ==
Input 	Name 	Damage 	Description
Ground Attacks 	Ground Attacks 	Ground Attacks 	Ground Attacks
Neutral attack 	 	6%, 6% 	The Light Plane swings its right wing at opponents, following by a swing of its left wing.
Forward tilt 	 	3% (base), 5% (tail) 	The Light Plane does a donut, damaging opponents with its tail.
Forward smash 	 	1% (hits 1-5), 9% (hit 6) 	The Light Plane spins its propellers, dealing multiple hist to opponents before launching them.
Up tilt 	 	4% (base), 5% (tail) 	The Light Plane plants its front on the ground, thus swinging its tail upward. It hits behind the Light Plane like Jigglypuff’s up tilt.
Up smash 	 	1% (hits 1-4), 11% (hit 5) 	The Light Plane plants its behind on the ground and raises its front upward. It then spins its propellers, damaging opponents multiple times.
Down tilt 	 	2% (per hit) 	The Light Plane spins its wheels in place. Hits opponents multiple times.
Down smash 	 	14% (clean), 8% (late) 	The Light Plane does three donuts.
Dash attack 	 	1% (hirs 1-5), 2% (hit 6) 	The Light Plane spins its propellers as it charges forward, hitting opponents multiple times.
Aerial Attacks 	Aerial Attacks 	Aerial Attacks 	Aerial Attacks
Neutral aerial 	 	10% 	The Light Plane does a cartwheel. Functions like a sex kick, and its high damage output makes it a good attack for damage racking.
Forward aerial 	 	10% (clean), 8% (late) 	The Light Plane does a front flip. Can meteor smash opponents if the clean hit connects.
Forward crash 	 	15% 	The Light Plane does a barrel roll, hitting fighters below and above itself with its wings.
Back aerial 	 	9% (clean), 8% (late) 	The Light Plane does a backflip. Can meteor smash if the clean hit connects.
Back crash 	 	15% 	The Light Plane thrusts itself backward.
Up aerial 	 	1% (hits 1-5), 2% (hit 6) 	The Light Plane faces upward and spins its propellers, damaging opponents multiple times.
Up crash 	 	13% 	The Light Plane performs a front flip, damaging fighters with its tail.
Down aerial 	 	10% (clean), 7% (late) 	The Light Plane performs a front flip. Can meteor smash if the clean hit connects.
Down crash 	 	16% 	The Light Plane performs a front flip almost exactly like its down aerial, but cannot meteor smash.
Water Attacks 	Water Attacks 	Water Attacks 	Water Attacks
Surface attack 	 	1% (per hit) 	The Light Plane spins its propellers, damaging fighters multiple times.
Neutral underwater 	 	7% 	The Light Plane performs a donut.
Forward underwater 	 	7% 	The Light Plane performs a front flip almost exactly like its forward aerial.
Back underwater 	 	8% 	The Light Plane performs a backflip almost exactly like its back aerial.
Up underwater 	 	6% 	The Light Plane performs a backflip, hitting opponents with its front.
Down underwater 	 	8% 	The Light Plane performs a front flip, hitting opponents with its front.
Grabs & Throws 	Grabs & Throws 	Grabs & Throws 	Grabs & Throws
Grab 	 	 	The Light Plane captures an opponent in its propellers;
Pummel 	 	2% 	The Light Plane spins its propellers.
Forward throw 	 	13% 	The Light Plane shoves the opponent forward
Back throw 	 	12% 	Throws the opponent backward and rears back, smashing into them and launching them away.
Up throw 	 	12% 	The Light Plane plants its behind on the ground, and throws the opponents upward as its front rises.
Down throw 	 	13% 	The Light Plane plants the opponent on the ground and spins its wheels on them.
Others 	Others 	Others 	Others
Edge attack 	 	5% 	The Light Plane gets up and moves forward at a quick pace. Its large range makes it useful.
Floor attack (forward) 	 	7% 	The Light Plane performs a donut.
Floor attack (backward)	 	7% 	The Light Plane performs a donut.
Floor attack (trip) 	 	7% 	The Light Plane performs a donut.
Special Attacks 	Special Attacks	Special Attacks 	Special Attacks
Neutral special 	Propeller Spin 	1% (hits 1-4), 6% (hit 5) 	The Light Plane spins its propellers, creating a windbox that pushes opponents backward like Mario’s F.L.U.D.D. The propeller itself can damage opponents as well.
*Custom 1 - Power Propellers: The windbox is stronger, though the propellers deal no damage.
*Custom 2 - Vacuum Propellers: Creates a vacuumbox instead of a windbox, dragging opponents into the propellers.
*Custom 3 - Sharp Propellers: The propellers will deal more damage, though the windbox is weaker.
Side special 	Runway 	10% 	The Light Plane dashes forward while spinning its propellers. Can be used as a recovery move to close the gap in between itself and the edge, and launches opponents as well. Has super armor.
*Custom 1 - Runway Dash: The dash deals multiple hits, launching near the end, though deals significantly less damage.
*Custom 2 - Walkway: The dash is slower and gains less distance, though the spinning propellers can damage opponents.
*Custom 3 - Speedway: The dash is much faster and gains more distance, though opponents will not be damaged.
Up special 	Takeoff 	12% 	The Light Plane spins its propellers and takes off into the air at high speeds. While in the air, it can roam freely, and the propellers can be used to damage opponents. After some time, Light Plane will stop flying and pull out a parachute to float downward.
*Custom 1 - Fast Takeoff: Moves faster, but has less control.
*Custom 2 - Safe Flight: Can maneuver through the air more easily, but less distance is gained.
*Custom 3 - Attack Plane: The propellers will deal more damage to opponents, but no parachute will appear while falling.
Down special 	Divebomb 	8% (fall), 17% (landing) 	The Light Plane jumps upward and crashes down similar to Bowser's Bowser Bomb, causing an explosion.
*Custom 1 - Divebomb Blast: The blast radius is larger, though it deals less damage.
*Custom 2 - Meteor Divebomb: Can meteor smash opponents while divebombing, but no explosion will appear upon landing.
*Custom 3 - Loop-de-Loop: While falling, spins its propellers to go in a circle, damaging opponents, before going back to falling.
Final Smash 	Air Force 	2% (loop hits) 	A red light pops out of the Light Plane's wings, summoning several jets to fly through the stage, damaging opponents as they fly through.
Special Attacks 	Special Attacks	Special Attacks 	Special Attacks
Neutral hyper 	Glider Call 	12% (big glider), 2% (small gliders)	A green light pops out of the Light Plane's wings, summoning a hang glider and two smaller hang gliders r appear from the side of the stage and swoop down to attack opponents. The bug hang glider will lead while the tow smaller hang gliders follow. The big glider deals the most damage, while the smaller ones deal minimal knockback. They are projectiles however, and can be reflected.
*Custom 1 - Fast Gliders: The hang gliders travel faster, but deal less damage.
*Custom 2 - Glider Swarm: Instead of summoning one large hang glider and two smaller gliders, the Light Plane summons six small hang gliders.
*Custom 3 - Pointy Gliders: The hang gliders deal more damage, but do not target fighters directly.
Side hyper 	Ring Spin 	14% 	A yellow ring similar to the ones found in Pilotwings appears in front of the Light Plane. It will pass through the ring, rotating as it moves forward. If it contacts a fighter, it will send them upward through another ring, in a similar manner to Captain Falcon's Raptor Boost.
*Custom 1 - Speed Ring: The Light Plane flies forward a longer distance. It will launch fighters away instead of knocking them upward.
*Custom 2 - Power Ring: Has more lag before using the move, but the attack is stronger.
*Custom 3 - Double Rings: The Light Plane can use the move twice in midair, gaining the same distance as the regular move if used both times. The rings are also green, similar to the ones found in Pilotwings Resort.
Up hyper 	T-Copter 	 	A transport copter instantly appears, and grabs the Light Plane with a crane hand and carries it upward. It can move back and forth, but the Light Plane is left vulnerable to attacks. Furthermore, the transport can be attacked to end the move prematurely.
*Custom 1 - Fast T-Copter: The transport copter moves quicker, but it cannot move from side to side as easily.
*Custom 2 - T-Chopper: The transport copter's propellers deal damage to fighters as it travels upward, but it will not travel as high.
*Custom 3 - T-Copter Push: The T-Copter's propellers create windboxes that push opponents backward to prevent interferences. It does, however, move slower.
Down hyper 	Self-Destruct 	17% (clean), 13% (late) 	The Light Plane's cockpit opens, and Lark jumps out of the plane just before it explodes. The explosion will deal heavy knockback to opponents, especially if caught at the explosion's center. When Lark lands, another Light Plane will take its place. If used in midair, Lark will be launched downward.
*Custom 1 - Timed Explosion: The old Light Plane will stay on the stage for a few seconds before exploding. In this state, it can be picked up and thrown like Wario's Wario Bike.
*Custom 2 - Big Explosion: The explosion has a higher radius, but deals less damage.
*Custom 3 - Compact Explosion: The move will only happen if attacked, with the explosion damaging the fighter that attacked, alongside other nearby fighters. Acts as a counter.
Final Crash 	Attack Copter 	 	The Light Plane morphs itself into an Attack Copter. In this form, it gains a higher attack power and is faster in its mobility. It also gains unlimited jumps, with them being higher than the Light Plane's regular jumps
== Alternate Costumes ==
Five of Light Plane's costumes change its appearance to resemble the mono-wing sea planes used in Pilotwings Resort.
Color 	Stock Icon	Description
Red 	 	Default
Blue 	 	
Light-Green	 	
Green 	 	
Yellow 	 	
Light-Blue 	 	
Orange 	 	
Brown 	 	
Black 	 	
White 	 	
Yellow 	 	The mono-wing sea planes used in Pilotwings Resort.
Black 	 	Resembles the colors of the Nintendo Entertainment System controllers.
Blue 	 	
Green 	 	
Purple 	 	
== Smash Taunt Conversations ==
=== Palutena's Guidance ===
=== Tattle Log ===
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