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NudeBeach

Smash Moveset for Earthworm Jim

Sep 16th, 2019 (edited)
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  1. Earthworm Jim
  2. Up+B: Pocket Rocket - Jim pulls out his Pocket Rocket, and rides it diagonally up-forwards. Enemies hit by the rocket take minor damage and modest knockback. If the player presses jump while Jim is riding it, he'll fall off, tumbling down to the ground, while the Rocket continues without him. If the move is input like a smash, Jim will ride it straight up, and dangle off the rocket, barely hanging on with one hand, which changes the move's hurtbox.
  3. Neutral B: Plasma Blaster - Jim shoots his plasma blaster for as long as the button is held, and the player can aim it in any direction with the analog stick. The Plasma Blaster deals minor damage and no knockback, but is is a hitscan weapon. Small yellow-orange explosions appear wherever it hits something, but it has no visible projectile. If this move is maintained for several seconds, Jim will start moving in the opposite direction of where he's firing (with no animation; the idea is the force of the gun is pushing him backwards), though not with enough force to stop his descent in the air, or lift off the ground.
  4. Side+B: Snott Launcher - Jim fires Snott out of his backpack, and Snott travels through the air in a wide arc forward. Snott bounces off of walls, and, upon hitting the ground, will roll along it, trying to get back to Jim (even having his own jump). Snott does good damage and fixed knockback to enemies he hits while flying through the air, and minor damage and a knockdown to enemies he hits while rolling on the ground. If Jim is hit by Snott bouncing off of a wall, he will be knocked down. If Jim launches Snott into a blast line, he will panic for a few seconds, during which he has increased movement speed and jump height, but cannot attack except for his Up+B. This ends when, after a moment, Snott reappears in his backpack, and high-fives Jim with a tentacle. None of this happens if Snott falls off on his own; it is only Jim launching him off directly. If this move is used while Snott is already out, Jim will simply fire the Bubble Gun once, doing nothing.
  5. Down+B: Barn Blaster - As you hold B, Jim spends several seconds struggling to get the Barn Blaster into a firing position before firing it, which detonates a large costume-color explosion (about the size of Link's remote bomb explosion) around himself, which does minor damage to him and knocks him to the ground, but does substantial damage and knockback to enemies caught in it. Releasing the button early terminates the move. The explosion also destroys enemy projectiles.
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  7. Final Smash: Cow-a-pult: A large see-saw made of junk rises out of the ground in front of Jim, with a photorealistic cow standing on the far end of it. The player has several seconds to aim the attack with the control stick - shown by a dotted line that traces an arc, which can be shortened, lengthened, increased or decreased in height, and horizontally reversed. Once the time limit expires (or the player presses B again), Jim belly flops onto the closest end of the see-saw, and launches the cow in the indicated path. The cow goes through all surfaces, and does high damage and knockback to any enemies it hits. Jim's belly flop also does minor damage and propels any enemies caught in it into the cow's path.
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  9. Jim has a tether grab (he uses his head).
  10. His forward smash is the head whip (and it's aimable).
  11. Jim's wakeup attack is stronger than most, with a large hitbox. He also has unusually long getup rolls.
  12. Jim's second jump has him spin his head like a helicopter's blades.
  13. Taunts: playing with the bubble gun, eating a chips butty, and saying 'Groovy!' while mugging towards the camera.
  14. Winposes: Jim leans on a cow that says 'well done.' and smiles broadly. Jim grabs his head and spins it above him like a lasso. Jim does a series of macho flexes, that end with his pants falling down, revealing a worm's lower body that somehow floats in the air (and a pair of white briefs that somehow stay in the air around it).
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  17. Jim is an agile poking character who has tools for keeping the enemy at an arm's length, but can't stop getting in his own way. However, this last trait may be his biggest asset, as all of his pratfalls come with some sort of benefit, and high-level Jim play requires smart use of them.
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  19. EARTHWORM JIM IS HERE! CAN YOU DIG IT?
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