Barista (Super Smash Bros. Infinite)

**Barista** (マスター, *Master*) was first revealed at the end of the October Nintendo Direct 20XX as a bonus feature after the initial fade out screen. The reveal coincided with the reveal of *Rhythm Heaven Fever Switched*, an enhanced port of the Wii game which contains some content from *Rhythm Heaven Megamix*.

## Attributes

Barista is a mobile, light fighter who has an extremely high learning curve thanks to the unorthodox the fighter has. Much like the other canine fighter, Duck Hunt, Barista walks on all fours and stands slightly shorter than the hunting duo. In terms of weightC he is the lightest of all the fighters which makes him a particularly big target for being launched. That being said, he can use his agility and smaller frame to easily dodge attacks should need. His greatest strength which attributes to the learning curve is the Rhythm mechanic which consists of timed input presses that will greatly maximize damage output when timed perfectly. Timing the button press exactly gives Barista the edge he needs to win the match.

Many of Barista’s attacks utilize various elements found in the Rhythm Heaven series including characters like Munchy Monk, Cheer Reader, and more. This makes the fighter hard to predict as that don’t have your typical punch, kick, bite, slash, etc-type attacks. Instead, opponents need to memorize each attack in Barista’s repertoire and how counter it effectively. This is easier said than done as these attacks are very powered up by the Rhythm mechanic. Despite these strengths, any well-placed smash attack or powerful special attack on will just about annihilate the poor pup; even as low as 45% depending on the attack. This makes maining Barista risky so care and practice is needed to achieve results with the character.

### Rhythm Mechanic

The second button press of the attack following the initial button press has increased damage and knock back, similar to how it works in *Super Mario RPG*. My goal was to either add an additional effect, and/or an animation change to every move if the second press was pressed in time. The time when to press the button for the second time is different for each move, but is the same every time that move is used. For example the second button press for A forward smash has a different timing for the second button press of a jab, but the timing for the jab and forward smash is the same across every match.

## Moveset

### Taunts

* **Up Taunt:** The Double Date Gophers jump up from the ground and punches the air.
* **Down Taunt:** Barista chases his tail
* **Right Taunt:** Barista falls asleep for a second mimicking his art
* **Left Taunt:** A Built to Scale block moves back and forth once.

### On-Screen Appearance

* Barista floats in tied to three balloons which pop one by one, like the intro to night walk.

### Idle Poses

* Barista wags his tail.
* Barista puts his paws on his headphones and bops his head to the music.

### Victory Poses

* Barista appears alongside the Love Rap trio. MC Love says "Fo' Sho'" and the Barista barks with the backup rappers
* The Ringside Reporter appears interviewing Barista with a simple "Wubadubaduba Zat true?". Barista responds with a bark.
* Barista throws a pillow into the air, the camera following the pillow. He then sleeps on it.

## Classic Mode: Rhythm Melodies

Barista's route revolves around different kind of music genre in which a music that closely matches each theming plays in the background with character and stages all based on that. [Note; the song that is used are all from *Rhythm Heaven*)