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ProfLexicovermis

Sweet Tooth, Iron Fist

Dec 12th, 2017
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  1. [IMG]https://i.imgur.com/H6CK8nc.png[/img]
  2.  
  3. Baroness von Bon Bon is another of the Devil's myriad debtors. She rules over Sugarland, which is apparently a small country located on Inkwell Isle 2, with kindness and benevolence. At least, she did until the despicable Cuphead and his pal Mugman came by. In one of the first fights available on Isle 2, The Baroness and her subjects valiantly fought to protect their land from porcelain invaders. Using a mixture of her own weaponry and the abilities of her Candy Court, the Baroness is arguably one of the first major difficulty spikes in Cuphead, being trickier than any Isle 1 boss barring perhaps the Frog Bros. Her reliance on her subjects is reflected in this Contract, but she's actually participating in the fray personally this time. Perhaps it's to help vent her nasty temper?
  4.  
  5. [img]https://I.imgur.com/4DqJ8bq.gif[/img]
  6.  
  7. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]Sugary Stats:[/COLOR][/SIZE][/FONT][/center]
  8.  
  9. [center]Height: Rosalina[/center]
  10. [center]Weight: Peach[/center]
  11. [center]Ground Speed: Rosalina[/center]
  12. [center]Air Speed: Peach[/center]
  13.  
  14. Though she's obviously not a princess herself, the Baroness does take some pages from those monarchs when it comes to her stats. Her height makes her a rather large target, and her weight isn't the best, but that's why she brings along her subjects for backup. Her speed is fair, nothing too special in either category. All in all, fairly respectable stats for a respectable leader.
  15.  
  16. [IMG]https://i.imgur.com/GOpIFjp.png[/IMG]
  17.  
  18. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]N-Spec: Cotton Candy Potshot[/COLOR][/SIZE][/FONT][/center]
  19.  
  20. [img]https://I.imgur.com/rTQHUgE.gif[/img]
  21.  
  22. Sometimes a lady's gotta get her hands dirty! For this move, the Baroness shoulders her candy cane, aims at the nearest foe, and fires after a startup comparable to Duck Hunt's Wild Gunman.
  23.  
  24. This is fine and dandy, but what does she fire, exactly? Why, cotton candy, of course; three multicolored puffs of the stuff! These puffs perpetually swirl around in a Kirby-sized vortex of sorts, and the vortex flies in the direction it was fired at Kirby's dash speed. This shot has infinite range, but it has no homing after it's fired. As an aside, these puffs are each the size of a Turnip. But I think you'll agree that candy is preferable to veggies any day, right?
  25.  
  26. The potshot deals 15% on contact with a target. 5% for each puff, you see. However: rather than causing knockback, it instead slows the victim's movement for a short while! Slow cuts the character's speed down to 80% of their usual speed. The effect is illustrated by a pink aura surrounding the victim; Slow lasts 1.5 seconds by default, and ends if the victim takes knockback that kills around 125%. But who cares about those fiddly details, anyway?
  27.  
  28. There's a reason the Baroness packed three puffs: they're fragile. An attack that deals 4% or more can safely destroy one of the puffs, and so 3 attacks will dissipate your potshots altogether! But, that's what the Candy Court are for; can't exactly destroy potshots if you're busy avoiding soldiers, now can you? It's worth noting that these puffs have transcendent priority, so don't expect them to soak up enemy projectiles!
  29.  
  30. One final note: The Baroness can have 2 potshots out at once.
  31.  
  32. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]S-Spec: Peppermint Boulder[/COLOR][/SIZE][/FONT][/center]
  33.  
  34. [img]https://I.imgur.com/jsspCsH.gif[/img]
  35.  
  36. Potshots are good and all, but sometimes you need something with a little more... OOMPH! Upon using this move, the Baroness smiles maliciously and points forward for a startup equal to Duck Hunt's Clay Shoot. After this startup, Patsy Menthol, a Barrel sized peppermint, rolls out from behind the Baroness!
  37.  
  38. Okay, so what does Patsy do after being summoned? Well, Patsy will roll across the stage at DK's dash speed, at first anyway. As she goes, she'll slowly accelerate, maxing at Wario's dash speed. The only things that stop her are walls and ledges! Hitting a wall will cause Patsy to bounce off and begin rolling back the opposite direction. To keep her from getting trapped, she will poof out of existence upon hitting 4 walls. As for ledges, Patsy will simply roll right off of them. This can make her useful at the ledge, but her slow speed makes this a little difficult. It's also worth noting that Patsy is effectively invulnerable; the only way to get rid of her is to let her roll off the stage or hit enough walls!
  39.  
  40. Patsy, upon rolling over a foe, will cause moderate upwards knockback and deal 8-17% depending on her speed. What this means is that Patsy will pop grounded foes into the air, and can possibly interfere with a recovering foe!
  41.  
  42. There's only one Patsy, so the Baroness can't have more than one of her out at a time. However, there's only a 2 second cooldown before she can summon a new Patsy once the current one vanishes! It's also worth noting that the members of the Candy Court will ignore Patsy's presence, as she can't harm them anyway!
  43.  
  44. And one final detail: since Patsy is invulnerable, the Baroness isn't afraid to give her some "motivation" with her attacks. This means that she can help Patsy build up speed, get over obstacles, and even avoid flying off the ledge with some work! Most of the Baroness's attacks can affect Patsy's movement, but more on that later!
  45.  
  46. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]U-Spec: Heads Up![/COLOR][/SIZE][/FONT][/center]
  47.  
  48. [img]https://I.imgur.com/GyYx7ZT.gif[/img]
  49.  
  50. Say what you will about the Baroness, but she really knows how to use her head! For her recovery, the Baroness throws her head; this works almost identically to Yoshi's Egg Toss, though the lighter head flies farther and does not burst on impact. Instead, when it lands safely, hits a wall or ledge, or hits an opponent, the Baroness's body will disintegrate into sprinkles! Then, her head will quickly sprout a new body, successfully rescuing her from death! The Head deals 8% and very light knockback. One more thing: the head cannot grab ledges, so be careful!
  51.  
  52. If used while grounded, this move works a bit differently: the Baroness's body does not disintegrate, and her head autonomously chases foes! Her head will move in a short burst, stop, then move again, following the closest opponent when it stops. The Head deals 9% and flinches opponents, making it a great way to harass enemies and aid your Court from afar!
  53.  
  54. But, even someone as levelheaded as the Baroness has limits. Her head can only take 20 Damage before disintegrating into sprinkles! Once this happens, she will be left headless for 5 seconds, after which she laglessly grows a new head even in the midst of an attack! As a little bonus, the Baroness's voice clips are extremely muffled while she's headless!
  55.  
  56. If you find yourself in need of recovery, but without a head, don't panic! A use of this move will have the Baroness perform a sort of uppercut with her candy cane. This works similarly to Mario's Super Jump Punch, but hits only once (dealing 7% and moderate knockback) and covers considerably less ground. This is not her optimal recovery by any means (at least it's not Little Mac levels of poor), but at least it beats certain death!
  57.  
  58. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]D-Spec: Candy Court[/COLOR][/SIZE][/FONT][/center]
  59.  
  60. What self-respecting Baroness wouldn't put her subjects to use? This Special's entire purpose is to call in the various members of the Candy Court for aid! When the move is input, the Baroness holds out a hand, and a muffin appears in it. With a speed easily compared to Pac-Man's Bonus Fruit, this muffin magically transforms into other sweets. It goes in the order: Muffin-Gumball-Jawbreaker-Candy Corn-Waffle; this order will loop around forever until a selection is made. With another input of B, the Baroness will clutch her hand around the chosen sweet and smile diabolically. Suddenly, in a burst of sprinkles, the chosen member of the Candy Court appears! All in all, this process takes about as long as planting and watering the Villager's tree. However, the Baroness can act immediately after making her selection; the chosen minion needs no further guidance! The Baroness can only have one member of her Court out at a time, so choose carefully! Minions can be summoned in the air, and they may behave differently if they are summoned as such! As a final note, the Baroness can cancel her selection by shielding. The cycle of sweets will resume where it left off in this case.
  61.  
  62. Each of her 5 minions behaves differently, but they have a few things in common. For starters, they all stay onstage until their HP is depleted; they will never time out! Secondly, a minion that is defeated will be removed from the summoning list until either all 5 are defeated or the Baroness is killed.
  63.  
  64. [img]https://I.imgur.com/EpEosX8.gif[/img]
  65.  
  66. Finally, no matter who it is, the Baroness will seek Vengeance if any of her subjects are killed. Upon the death of a minion, the Baroness will shake her fist and yell in indignation; she will then gain a red aura and a buff on her next attack. This buff multiplies the knockback of that attack by 1.25; take advantage of it, but try not to miss, as the buff will be consumed even on a whiff!
  67.  
  68. [img]https://I.imgur.com/4wb6lF2.gif[/img]
  69.  
  70. The first of her subjects is Muffski Chernikov, the muffin. Muffski is a fairly burly chap, being slightly smaller than Bowser and boasting 20 HP. Muffski is also one of the most straightforward soldiers, pattern wise. Rather than walk, Muffski jumps everywhere in a move nearly identical to the Super Dedede Jump; however, Muffski lacks the super armor of the Dedede Jump. Upon landing, Muffski also generates two waves of icing on either side of him; these waves travel a Bowser length each. Muffski deals 14% and buries anyone he lands on, while his icing waves deal 8% and moderate knockback. Muffski is mostly intelligent, and will attempt to aim his jumps towards nearby foes. However... he can be convinced to jump off the stage if his target is offstage. Even if the foe hasn't hit him, the Baroness will still seek Vengeance if this happens! If summoned in the air, Muffski immediately falls, creating his waves if he lands on solid ground; if he is dropped into a pit, the Baroness will NOT get her Vengeance buff. He must touch solid ground at least once. Muffski is not a complicated man, but he is a respectable soldier with the potential to really aid his liege; especially if foes get too trigger happy on interrupting his jumps, leaving them open for aerial punishment.
  71.  
  72. [img]https://I.imgur.com/Dq9g428.gif[/img]
  73.  
  74. The second available minion is Sergeant Gumbo Gumbull, the gumball machine. Gumbull is a tall and lanky fellow; he stands at Ganon's height and is as narrow as Luigi. Gumbull boasts a reasonable 30 HP. Unlike Muffski, he does not jump; he instead scrambles around at Luigi's dash speed. Gumbull has low traction, and so skids around comically when turning. Once he's within a Battlefield platform of an enemy, Gumbull will open his lid and fire off a constant shower of gumballs on either side of him. These gumballs are very small projectiles, and each only does 2%, but they are deceptively dangerous in that they do not flinch the foe and they are too densely packed to weave between. Because of this, standing near Gumbull practically causes constant damage, and especially chews up shields. Gumbull's lid can be forcibly closed with an attack to his glass head; doing so will prevent him from attacking for a quarter-second. This quarter-second cannot be refreshed until he reopens his lid. If Gumbull is summoned in air, his lid will open as he falls; it'll close if he lands on solid ground. As with Muffski, dropping Gumbull into a pit does not trigger the Vengeance buff. Gumbull has no kill potential, but his near-constant damage makes him a valuable support unit.
  75.  
  76. [img]https://I.imgur.com/bK59UzI.gif[/img]
  77.  
  78. The third subject available is Lord Gob Packer, the jawbreaker. Lord Gob is a familiar face to Pac-Man fans; he is very similarly built to the Grandaddy of Arcade Games, and is a comparable size as well. Lord Gob is the sneakiest of the Candy Court, packing only 12 HP but notably spawning behind the nearest foe. To compensate, he has the simplest behavior. Lord Gob simply pursues the closest foe at Kirby's dash speed, attempting to bite them for 12% and moderate knockback. He also enjoys super armor; no attacks short of destroying him will stop his relentless pursuit. Summoning Gob in the air does not change his behavior; he appears behind the nearest foe regardless. Lord Gob is a reasonable threat if left alone, and destroying him will leave a foe open to the Baroness's Vengeance.
  79.  
  80. [img]https://I.imgur.com/tEbcnu8.gif[/img]
  81.  
  82. Fourthly, we have Kernel von Pop, the candy corn. The Kernel is a monstrous figure, measuring up to the Koopa King himself. The Kernel bears 30 HP and has a fairly straightforward pattern. He will glide forwards at Kirby's dash speed, attempting to collide with enemies, dealing 13% and moderate knockback. Every two Battlefield platforms, he will fly either upwards a Battlefield platform or down one, depending on if he is "high" or "low." Once he reaches the edge of the stage, he will automatically fly down/up and start flying back the opposite direction he was originally going. For example, if he hit the edge going right and was high up, he would drop down and begin flying left. When a foe gets above or below him, the Kernel will belch up a mini-Kernel. These Turnip-sized mini-Kernels slowly glide up or down until they hit something or fly off the screen; they deal 8% and light knockback. Summoning the Kernel in midair merely affects the height he starts at, nothing more. The Kernel has some interesting movement mechanics, and is a generally reliable fellow.
  83.  
  84. [img]https://I.imgur.com/pYuuLWH.gif[/img]
  85.  
  86. Finally, we have Sir Waffington III, the waffle. Waffington is the size and shape of two Crates stacked on top of each other; he has 20 HP. Upon being summoned, he will fly around the stage aimlessly. Every 3 seconds, he will freeze in place and explode, firing pieces of himself in all 8 compass directions. These pieces travel a Battlefield platform before boomeranging back to Waffington. They deal 12% and moderately high knockback. Summoning Waffington in midair has no affect on his behavior. Waffington is the best minion for killing, but he is fragile and predictable, being the only minion running on a timer. However, he can be useful in that his attack is very tempting to shield; the Baroness has ways to handle shield-happy foes...
  87.  
  88. While only one minion can exist at a time, this move is not useless with one out! Inputting D-Special with a minion out will have the Baroness steel herself before performing an overhead slam of her candy cane; this slam is as laggy as a Falcon Punch, and deals 17% and a Meteor Smash effect. It can be extremely handy at the ledge or in the air! However, this slam has another use: using it on the ground will cause the crook of the candy cane to snap off, creating a throwing item for the Baroness! Do be careful though: enemies can eat this projectile and heal themselves for 6% if you miss your throw! The candy cane magically regrows its crook after 2 seconds; using this before then simply doesn't make a crook. If a move requires the crook for its animation, for example, the Baroness's grab, it'll immediately grow back just for that animation, then unceremoniously break off and vanish.
  89.  
  90. [IMG]https://i.imgur.com/nIZQPX3.png[/IMG]
  91.  
  92. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]Jab: Smack Attack[/COLOR][/SIZE][/FONT][/center]
  93.  
  94. The most straightforward of the Baroness's standards, this move has her perform a harsh backhanded slap. Thanks to her long arms, this has comparable range to Ganon's Jab, though her lag is more on par with firing one Megabuster shot. The slap deals 6% and light knockback, just enough to get enemies out of the Baroness's face. All in all a very simple Jab, at first glance, anyway; The Baroness has a few tricks up her sleeve!
  95.  
  96. Firstly, there is a sweetspot on the Baroness's actual hand; landing this will deal 8% and slightly higher knockback. Secondly, this attack can influence Patsy's movement: slapping her will either increase or decrease her speed depending on which side of her was hit. Finally, this attack will launch the Baroness's head forward a Battlefield platform if she slaps it!
  97.  
  98. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]F-Tilt: (Cake) Batter Up![/COLOR][/SIZE][/FONT][/center]
  99.  
  100. The Baroness's cane isn't just for show: this attack has her steel herself for a startup comparable to Villager's F-Tilt before swinging her cane baseball-style. This move has some nice range, covering slightly more ground than Ganon's Jab; it also does a neat 10% and moderate knockback! This Tilt can also be angled up or down, if you so desire.
  101.  
  102. As with the Jab, this move has some additional handy properties. There is a reflection hitbox on the crook of the candy cane, one that acts very similarly to Ness's F-Smash. However, you MUST land this pseudo sweetspot to successfully reflect anything, and the sweetspot doesn't affect the Tilt's damage. This Tilt is also very handy for manipulating Patsy: unangled it will speed her up/slow her down, angled up it increases/decreases her speed even more, and angled down it will pop her into the air slightly. Finally, this Tilt also sends the Baroness's head flying if it connects; this one sends it flying 1.5 Battlefield platforms, however.
  103.  
  104. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]U-Tilt: Off With Her Head![/COLOR][/SIZE][/FONT][/center]
  105.  
  106. The Baroness is a good leader, but sometimes she... loses her head. Literally, in this case! This attack has her head hop off her neck and spin rapidly, taking as much time as Villager's U-Tilt; this creates a weak vacuum effect that drags foes in for rapid hits of 2%, dealing up to 12% and light upwards knockback. An interesting property of this attack is that it temporarily creates a small gap in the Baroness's hurtbox; this is little more than a quirk, however. This move is particularly potent on Slowed foes, as it becomes more difficult for them to escape with DI.
  107.  
  108. If she happens to be headless, the Baroness will instead twirl her candy cane in place of her head; this variant of the move is slightly laggier, has a larger hitbox, a stronger vacuum effect, and deals more hits, dealing up to 16%. It also deals more knockback on the final hit, causing moderate upwards knockback. Because of this, it may be wise for the Baroness to lose her head when she's ready to move in for the kill.
  109.  
  110. This move behaves interestingly with Patsy, as it will pop her up with each hit before letting her land with decreased speed. Perhaps this can help her over small obstacles...? The headless variant also interacts with the Baroness's head: it will spin the head atop the candy cane to extend the attack's range, then pop the head upwards a half Battlefield platform.
  111.  
  112. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]D-Tilt: That Jellybean[/COLOR][/SIZE][/FONT][/center]
  113.  
  114. [img]https://i.imgur.com/UYA2y6M.gif[/img]
  115.  
  116. The only Tilt in which the Baroness herself doesn't attack, this move has her point forwards as a Jellybean soldier charges from beneath her dress in a process that takes about as long as Megaman's Jab. This Pokeball-sized Jellybean runs forward at Mario's dash speed until it falls off the ledge or hits a wall. When it contacts a foe, it deals 8% and an increased level of hitlag, making it a decent harassment tool and potentially opening the foe up for a more dangerous followup; as a bonus, it pierces foes and keeps running afterward. However, the Jellybean cannot jump. It's in the Baroness's best interest to save these soldiers for when the foe is too distracted to watch for them...
  117.  
  118. The Jellybean is incapable of influencing the Baroness's head, as the head is airborne. However, it can influence Patsy: the Jellybean will begin pushing her if it runs into her. This will increase her speed beyond its natural limit, adding 2% Damage to her attack but makes the Jellybean harmless. The Baroness can have only one Jellybean out.
  119.  
  120. To keep her from being helpless, the finger point on this move has a weak hitbox, dealing 4% and light knockback. This point can effect her head, and will send it forward a half Battlefield platform. It also affects Patsy, gently increasing/decreasing her speed as in her Jab.
  121.  
  122. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]Dash Attack: Dapper Kneecapper[/COLOR][/SIZE][/FONT][/center]
  123.  
  124. From her brisk dash, the Baroness hops very slightly off the ground before taking a wild kneecapping swing with her candy cane! This hop can let her dodge low attacks and counterattack appropriately, with the swing dealing 12% and moderately high knockback. However, on whiff, the Baroness suffers a good bit of lag as she struggles to regain her balance.
  125.  
  126. This move is an obvious choice to pair with Patsy, and landing it will send Patsy flying in a low arc at double her current speed! In fact, she even does double the damage she would by rolling! But: take heed before doing this, as Patsy can be reflected when in flight! This move can also bat the Baroness's head around, sending it flying forward 2 Battlefield platforms at high speeds.
  127.  
  128. [IMG]https://i.imgur.com/OpmWTsr.png[/IMG]
  129.  
  130. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]F-Smash: Sweet Heat[/COLOR][/SIZE][/FONT][/center]
  131.  
  132. The Baroness's cane is more than just an accessory; it's packing heat! When this Smash is charging, the Baroness shoulders her cane and looks down the "barrel" of it menacingly; release the charge and, after a lengthy startup equal to that of Bowser's F-Smash, she will fire the shotgun. This creates a bright pink muzzle flash, the move's hitbox, and blows the Baroness backwards 1-2 Battlefield platforms (don't fret, she stops at ledges). This Smash can be angled up or down, and deals 13-19% and very high knockback, being her strongest attack in terms of knockback. However, the startup and lengthy endlag make spamming this a bad idea.
  133.  
  134. This Smash interacts with quite a few of the Baroness's moves. For starters, as with other attacks, this can launch Patsy. This particular attack launches her like the Dash Attack, and angling it will alter her flight path. Secondly, this Smash will send the Baroness's head rocketing as much as 3.5 Battlefield platforms ahead.
  135.  
  136. Most importantly, this Smash will suck in N-Spec puffs while charging; on release it fires them forward as one Slowing projectile at Wario's dash speed. The size and damage of this projectile depends on how many puffs were absorbed, ranging from a Turnip and 5% (1 puff) to Kirby and 30% (6). However, this projectile deals no knockback; instead, it sticks to any foe, minion, or solid surface it hits. This has various effects, and the cotton candy can be passed like a Gooey Bomb. The cotton candy eventually disintegrates after being transferred 5 times, regardless of who transferred it.
  137.  
  138. When stuck to a foe, the cotton candy Slows them until it it passed off. It also counts as part of their hurtbox, making it easier for the Baroness to get her hands on them. Sticking this to a minion will decrease their speed, but allow them to transfer the cotton candy to your foes. In the case of Muffski, he will destroy the cotton candy on husband next jump in exchange for his icing waves causing Slow. There is also another benefit to this: the cotton candy serves as protection for your minions, being able to absorb up to 15 Damage before disintegrating. This cotton candy also extends the minion's hurtbox, meaning it artificially increases the range of Gumbull's activation and the size of one of Waffington's projectiles. Finally, sticking this cotton candy to Patsy will stop her movement altogether, making her into a solid platform until the cotton candy is transferred off of her. This has some obvious interaction with Muffski, allowing him to land on her and fire his icing waves above ground level.
  139.  
  140. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]U-Smash: Hovering Hard Candy[/COLOR][/SIZE][/FONT][/center]
  141.  
  142. [img]https://I.imgur.com/kEc4IJI.gif[/img]
  143.  
  144. What Baroness of a Candy Court wouldn't use the sweet stuff to her advantage? For this Smash's charge, the Baroness puts a hand to her chin in thought. When the charge is released, she snaps her fingers as a flat, wrapped candy springs up out of the floor ahead of her. This Bowser-wide candy takes about as long to pop up as Snake's U-Smash takes to fire. Thanks to this awkward lag, the candy popping up is a rather strong attack in and of itself, dealing 12-18% and moderately high upwards knockback, making this a decent kill option if the Baroness manages to land it.
  145.  
  146. An interesting propert of this Smash is that this candy behaves like a hovering platform when it stops moving. It will hover at Ganon's eye level for 5 seconds or until the Baroness uses another U-Smash. Using this while close to a minion will obviously pop them into the air as the candy springs up. As it rises, Patsy, Gumbull, and Muffski can make use of it. Patsy will obviously continue rolling, but can get a nice height increase. Gumbull can also take advantage of this to compensate for his lack of a jump. Muffski is the most interesting option, as he still generates his icing waves of he lands on this, with them flying out at the level he landed on. The Baroness's head can also be pushed up with this makeshift platform. Once it STOPS moving, it simply acts as a normal platform, with anyone being able to stand on it with no ill effects.
  147.  
  148. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]D-Smash: Chairwoman of the Board[/COLOR][/SIZE][/FONT][/center]
  149.  
  150. Sometimes, when you're an authority figure, you need to put your foot down, and hard! When charging this Smash, the Baroness puts on a wicked smile and raises a foot. Upon release, she stomps the floor hard, causing a peppermint "floorboard" to pop up at an angle. This floorboard is the main hitbox, dealing 9-14% and moderate upwards knockback; charging does not affect the length of the floorboard, as it is always a Battlefield platform long. There is an additional hitbox on the Baroness's foot; this deals 12% and spikes, but is very small and unlikely to land.
  151.  
  152. The floorboard popping up has some predictable effects on the Baroness's minions; any of them that are standing in front of her when it is popped up are sent 1.5 Battlefield platforms into the air. This applies to any minion hit by the floorboard, even flying ones like Lord Gob and the Baroness's head! This is more relevant in Patsy's case, as it also increases her speed a considerable amount.
  153.  
  154. This floorboard stays popped up for 5 seconds or until another is popped up. While it's out, it has some interesting properties. Obviously it serves as a ramp; Patsy can roll up it with slight difficulty. However, upon anyone or anything reaching the apex of the ramp, it will collapse before spring back up, launching whatever is on it skyward 0.5-2.5 Battlefield platforms depending on where they were standing. This applies to any minion that isn't explicitly flying, even the humble Jellybean or the hopping Muffski. In fact, landing on this is quite a boon for Muffski, as it doubles the range of his icing waves the next time he lands! This springiness can especially benefit Gumbull, giving him a pseudo-jump.
  155.  
  156. Fighters and minions can walk "through" the underside of the makeshift ramp, and it does not block projectiles. The Baroness can collapse the floorboard permanently by performing her D-Smash while standing on it. She can only have 1 floorboard popped up at a time.
  157.  
  158. [IMG]https://i.imgur.com/OH4DEnM.png[/IMG]
  159.  
  160. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]D-Air: Candy Cane Chaos[/COLOR][/SIZE][/FONT][/center]
  161.  
  162. In a way, isn't a cane just a fancier pogo stick? Just ask Uncle Scrooge! In a twist on the old stall-and-fall, this Aerial has the Baroness temporarily halt her momentum before her cane sprouts footholds like a pogo stick; she then grins wildly before suddenly plunging down a Battlefield platform at twice her fall speed. Hitting a foe causes her to bounce up a Battlefield platform while the foe takes 7% and is lightly spiked. An interesting feature of this move is that it can bounce off the ground as well, provided that the Baroness hits it before the move ends. This can help the Baroness stick in the air if she so desires.
  163.  
  164. This attack can interact with all of the Baroness's minions, even the Jellybean! She can harmlessly bounce off of any of them, and even gets a slight boost by doing so, bouncing 1.5 Battlefield platforms instead of only 1. Doing so will push the minion down if applicable. In Patsy's case, this has no effect on her rolling, but the Baroness can follow her and bounce off her multiple times if she desires!
  165.  
  166. There are quite a few interesting ways to use this move! For starters, Muffski's constant jumping makes him excellent for getting some extra height; the bounce shoving him down can also help him attack faster. Gumbull, being the tallest minion, is also an interesting option to bounce on, and the Baroness's bouncing won't even close his lid! Lord Gob, constantly pursuing a foe, is also a good choice for bouncing; knocking him downwards also has its uses, as it can make him a little less predictable. The Kernel is difficult to bounce on due to his movement, but the Baroness can also bounce on his mini-Kernels. Finally, Waffington's ambling flight path makes him hard to keep up with, but he's the most flexible flying minion to use, as he has no predicable pattern.
  167.  
  168. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]N-Air: Spearmint Spin[/COLOR][/SIZE][/FONT][/center]
  169.  
  170. Sometimes a situation just calls for a simple, reliable solution! For this attack, her fastest Aerial, the Baroness spins her candy cane rapidly, creating a circular hitbox around her person. This hitbox deals 8% and light radial knockback, making it a handy way to stay safe in the air. It's also handy for general spacing and so keeping the Baroness's foes at bay. Combine it with D-Air and it can become a makeshift rising attack!
  171.  
  172. While her Tilts affected the grounded minions, the Baroness's Aerials influence her flying subjects! Of course, this attack still affects Patsy; it works just like the Baroness's Jab, increasing/decreasing Patsy's speed. While the Baroness won't harm her minions, using this N-Air around her airborne soldiers will shove them away from her regardless of their usual flight path. This can help mix up their movements or get them out of a pinch, and as a bonus they become a weak projectile while being shoved (6% and light knockback). This attack also affects the Baroness's head, knocking it away with the move's radial knockback but not harming it.
  173.  
  174. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]F-Air: Sweet Heat Redux[/COLOR][/SIZE][/FONT][/center]
  175.  
  176. Since it was so useful in her F-Smash, the Baroness has decided to use her shotgun for another attacks as well! In a somewhat laggy Aerial (on par with DK's, the slowest in canon Smash), the Baroness shoulders, aims, and fires her shotgun, creating the same muzzle flash and recoil effect as her F-Smash, albeit weaker. This flash deals 12% and high knockback, being her strongest Aerial at the cost of the lag; the recoil effect blasts her back 0.5 Battlefield platforms. Combine this with the D-Air's bounce, and the Baroness can catch foes off guard with a powerful blast!
  177.  
  178. This Aerial blasts Patsy identically to the F-Smash. Additionally, this absorbs the N-Spec puffs and the Baroness's head away just like the F-Smash. This can be extremely handy, as it makes landing her gooey cotton candy much easier! All in all, one of her more straightforward attacks despite its lag and punch.
  179.  
  180. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]U-Air: Cane You Believe It?[/COLOR][/SIZE][/FONT][/center]
  181.  
  182. While the shotgun feature is extremely useful, sometimes a cane can be handy on its own merits! This move, one of the Baroness's quicker Aerials (as fast as Megaman's F-Air), has her swing her candy cane over her head like a sledgehammer; this wide swing covers her sides and a decent area above her. This Aerial deals 9% and moderate upwards knockback, with a sourspot on her sides that only deals 7% and light-moderate radial knockback. When combined with the Baroness's D-Air, this attack can greatly aid her ability to juggle foes, especially considering its speed. In fact, this is easily the best way for her to take advantage of airborne foes, with her being able to relentlessly chase them with her bouncing and pop them skyward!
  183.  
  184. Since a lot of the Baroness's moves are a little laggy or depend on the support of her minions, this is a valuable tool to have at her disposal. Using this quick Aerial can help the Baroness take advantage of jumpy foes; it especially comes in handy for those who get too gung-ho about interrupting Muffski's jumping attack!
  185.  
  186. Hitting Patsy with this will pop her skyward, with her flying straight up before landing and resuming her rolling. Additionally, hitting the Baroness's head will pop it up further into the sky. This also applies to other airborne minions, even Muffski mid-jump; this way you can push them up a bit or delay Muffski's attack.
  187.  
  188. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]B-Air: Spearmint Shove[/COLOR][/SIZE][/FONT][/center]
  189.  
  190. Again, sometimes a cane is helpful in and of itself! This Aerial has her roughly thrust the crook of her canebrakes behind her. This is one of the Baroness's faster Aerials, coming out as fast as Jigglypuff's B-Air. It also has some nice range, stretching as far as Ganon's Jab. The only real issue is that the hitbox is short-lived. This attack deals 12% and moderately high knockback. Combine this with her D-Air and she can poke at foes repeatedly!
  191.  
  192. Using this around a flying minion will harmlessly shove them away from the Baroness; doing so will make them into a weak projectile that deals 6% and light knockback. Additionally, using it on her head will bop it back a Battlefield platform. Using it on Patsy will cause the same effect as the F-Tilt: increasing/decreasing her speed by a decent amount.
  193.  
  194. [IMG]https://i.imgur.com/RZB55nC.png[/IMG]
  195.  
  196. The Baroness wouldn't dream of grappling her foes with her own hands! Instead, she channels the spirit of Vaudeville and uses her candy cane as a hook! This gives her the longest grab in the game, but also the slowest. From a dash, the lag is slower, and the range is lower. In addition, this grab has a passive hitbox that drags the Baroness's various minions back towards her; this applies to all of them, even Patsy and the N-Spec puffs! For her pummel, The Baroness uses her free hand to slap the grabbed foe across the face; this is a moderately fast pummel and deals 4%.
  197.  
  198. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]F-Throw: Bare(oness) Knuckle Brawl[/COLOR][/SIZE][/FONT][/center]
  199.  
  200. The Baroness quickly releases the foe before roughly thrusting the crook of her cane into their stomach! This throw deals 8% and light-moderate knockback. This is mainly used to throw her opponents away and out of her face until she's ready to kill them. It isn't really made for killing, but it can be useful for combos; send a foe into a minion's attack, then slap them around when they bounce back! Your best bet would be to use this throw with Lord Gob or Kernel von Pop out; both of them tend to find themselves in the perfect position to bounce a thrown foe back to the Baroness!
  201.  
  202. Now, this may seem to be a very straightforward throw, and it is in some ways. But, the Baroness has a nasty surprise up her sleeves. When this throw is first input, she'll quickly look back and forth for any nearby minions. Should there be one within a Battlefield platform radius, she'll reach out with her cane and grab them! She'll then "slam" the minion into her hapless victim, causing a nasty brawl to erupt. This brawl is represented as the classic "ball of violence" dust cloud, and is roughly Bowser sized. As the fight carries on for about a half-second, the Baroness cheers her subject on gleefully. Depending on which minion was pulled in, this has a variety of effects.
  203.  
  204. Should she tag in Muffski, the brawl will be cut short at only a quarter-second. Once this passes, the burly muffin will leap into the air with his opponent in tow. He'll then crash back down about 2 Battlefield platforms ahead of the Baroness in a vicious piledriver. This deals a nasty 15% and leaves the victim prone; it also generates Muffski's icing waves on either side of him. The Baroness applauds when Muffski lands this piledriver.
  205.  
  206. Grabbing Gumbull will cause a mostly standard brawl, dealing 11% over the course of the throw before launching the victim forward with moderate knockback. The main benefit of bringing in Gumbull is that he'll spray gumballs around him as he normally does. This way he can keep up his DoT effects while also aiding the Baroness's grab.
  207.  
  208. Roping in Gob, Waffington, or the Kernel will have the same effect regardless of who it is. The brawl will rise through the air as it progresses, eventually booting the foe away with perfectly horizontal knockback about 1.5 Ganons above the ground. This variant deals the same 11% as Gumbull's, but makes it far more difficult for the foe to get back to the Baroness. As the brawl floats away, the Baroness watches it with a hand shading her eyes before pumping a fist in triumph as the foe is launched.
  209.  
  210. Snagging Patsy as she rolls by will cause the resulting brawl to continue rolling along at her current speed and trajectory for the requisite 1/2 second. This can very easily get an opponent away from the Baroness, and using it when Patsy has built up some speed can make sure they're nowhere around when they're finally ejected with 11% more damage. As an added bonus, the Baroness mockingly waves goodbye to the victim as they're dragged away.
  211.  
  212. Finally, if the Baroness hooks her own floating head, the brawl will end after only 1/4 second. When the dust clears, the head will have its teeth sunk into the opponent's shoulder! The headless Baroness will then perform her default F-Throw, booting the foe away with her cane for 4%. However, the biting head will deal rapid, constant damage (about 3% a second) to the foe until they manage to hit the Baroness with an attack that deals at least tumbling knockback. Of course, she has ways of keeping her distance...
  213.  
  214. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]U-Throw: FORE![/COLOR][/SIZE][/FONT][/center]
  215.  
  216. The Baroness releases her foe before performing a nasty upwards swing of her cane! This swing deals 11% and launches foes at an unusually forward angle for a U-Throw; it does moderate knockback, and the unusual angle can make it handy for sending enemies back into the clutches of the Candy Court. More specifically, this is handy for getting foes in range of Waffington's explosions and the Kernel's flight path. As with the F-Throw, this isn't really designed to kill; it's primarily to toss foes into your minions!
  217.  
  218. Using this throw on a Slowed foe has no particular interaction, but using it on one with cotton candy stuck to them DOES have an effect! More specifically, the sheer force of the Baroness's swing causes the blob to detonate into sugar, increasing the throw's knockback greatly but cushioning the blow so it only deals 8%. It also destroys the blob, obviously. This particular variant is the Baroness's best kill throw, and the speed it launches foes at makes it nigh-impossible to reliably combo it with your minions. Combine this with Vengeance and the Baroness can squeak in shockingly early kills! But be warned: a whiffed Grab will also consume her Vengeance!
  219.  
  220. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]B-Throw: You Spin Me Right Round...[/COLOR][/SIZE][/FONT][/center]
  221.  
  222. The Baroness smiles wickedly, then spins her foe like a top. This deals a rather low 6%, and doesn't actually do any knockback. Instead, the Baroness merely steps past her foe, leaving them behind her. She's then free to act almost immediately.
  223.  
  224. This may seem like a useless throw, but there's a nasty secret to this. You see, the spinning foe cannot act in any way! They're stuck in what is essentially endlag for a useless move for a short period of time. This can leave them open for attack, give the Baroness a chance to get away from them, or let her get some setup work done. Don't expect to land a free Smash out of this though; the Baroness's Smashes are all too laggy to catch foes out of this spin state.
  225.  
  226. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]D-Throw: Get Ahold of Yourself![/COLOR][/SIZE][/FONT][/center]
  227.  
  228. Not content with her Pummel's slaps, the Baroness performs a series of three vicious backhands to the foe's face! This is purely a damage racker, dealing 12% total but practically no knockback. This is a risky option, but it can definitely aid in dealing some damage quickly. Besides, the Baroness can always use this near her minions if she wants to be more safe from retaliation!
  229.  
  230. Using this on a Slowed foe gives the Baroness time to slip in an extra slap, increasing the damage to 16% but curing Slow. If the foe has a cotton candy blob stuck to them, the damage goes up to 20%, but sticks the blob to the Baroness herself. The question is: is it worth losing these valuable status effects...?
  231.  
  232. [IMG]https://i.imgur.com/44Fa9pf.png[/IMG]
  233.  
  234. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]Final Smash: Sugarland Shimmy![/COLOR][/SIZE][/FONT][/center]
  235.  
  236. With the power of the Smash Ball, the Baroness can now reign over the battlefield as she wishes! With an absolutely psychotic grin, she whistles as her castle rises up beneath her. The Castle stands at the size of 3 Ganon heights and 3 Bowser widths. When it rises, she tugs on its parapets, angering it into charging across the length of the stage!
  237.  
  238. The Castle charges at nearly DK's dash speed, slamming its towers down like fists all the way. Any poor sap hit by the Castle or its towers will suffer 30% and very high knockback, easily killing all but the healthiest foes!
  239.  
  240. This charge ends once the Castle reaches the end of its current platform. If this is used in air, it will use the floor beneath the Baroness.
  241.  
  242. https://imgur.com/a/jScgz
  243.  
  244. [IMG]https://i.imgur.com/GOpIFjp.png[/IMG]
  245.  
  246. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]N-Spec: Cotton Candy Potshot[/COLOR][/SIZE][/FONT][/center]
  247.  
  248. Sometimes a lady's gotta get her hands dirty! For this move, the Baroness shoulders her candy cane, aims at the nearest foe, and fires after a startup comparable to Duck Hunt's Wild Gunman.
  249.  
  250. This is fine and dandy, but what does she fire, exactly? Why, cotton candy, of course; three multicolored puffs of the stuff! These puffs perpetually swirl around in a Kirby-sized vortex of sorts, and the vortex flies in the direction it was fired at Kirby's dash speed. This shot has infinite range, but it has no homing after it's fired. As an aside, these puffs are each the size of a Turnip. But I think you'll agree that candy is preferable to veggies any day, right?
  251.  
  252. The potshot deals 15% on contact with a target. 5% for each puff, you see. However: rather than causing knockback, it instead slows the victim's movement for a short while! Slow cuts the character's speed down to 80% of their usual speed. The effect is illustrated by a pink aura surrounding the victim; Slow lasts 1.5 seconds by default, and ends if the victim takes knockback that kills around 125%. But who cares about those fiddly details, anyway?
  253.  
  254. There's a reason the Baroness packed three puffs: they're fragile. An attack that deals 4% or more can safely destroy one of the puffs, and so 3 attacks will dissipate your potshots altogether! But, that's what the Candy Court are for; can't exactly destroy potshots if you're busy avoiding soldiers, now can you? It's worth noting that these puffs have transcendent priority, so don't expect them to soak up enemy projectiles!
  255.  
  256. One final note: The Baroness can have 2 potshots out at once.
  257.  
  258. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]S-Spec: Peppermint Boulder[/COLOR][/SIZE][/FONT][/center]
  259.  
  260. Potshots are good and all, but sometimes you need something with a little more... OOMPH! Upon using this move, the Baroness smiles maliciously and points forward for a startup equal to Duck Hunt's Clay Shoot. After this startup, Patsy Menthol, a Barrel sized peppermint, rolls out from behind the Baroness!
  261.  
  262. Okay, so what does Patsy do after being summoned? Well, Patsy will roll across the stage at DK's dash speed, at first anyway. As she goes, she'll slowly accelerate, maxing at Wario's dash speed. The only things that stop her are walls and ledges! Hitting a wall will cause Patsy to bounce off and begin rolling back the opposite direction. To keep her from getting trapped, she will poof out of existence upon hitting 4 walls. As for ledges, Patsy will simply roll right off of them. This can make her useful at the ledge, but her slow speed makes this a little difficult. It's also worth noting that Patsy is effectively invulnerable; the only way to get rid of her is to let her roll off the stage or hit enough walls!
  263.  
  264. Patsy, upon rolling over a foe, will cause moderate upwards knockback and deal 8-17% depending on her speed. What this means is that Patsy will pop grounded foes into the air, and can possibly interfere with a recovering foe!
  265.  
  266. There's only one Patsy, so the Baroness can't have more than one of her out at a time. However, there's only a 2 second cooldown before she can summon a new Patsy once the current one vanishes! It's also worth noting that the members of the Candy Court will ignore Patsy's presence, as she can't harm them anyway!
  267.  
  268. And one final detail: since Patsy is invulnerable, the Baroness isn't afraid to give her some "motivation" with her attacks. This means that she can help Patsy build up speed, get over obstacles, and even avoid flying off the ledge with some work! Most of the Baroness's attacks can affect Patsy's movement, but more on that later!
  269.  
  270. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]U-Spec: Heads Up![/COLOR][/SIZE][/FONT][/center]
  271.  
  272. Say what you will about the Baroness, but she really knows how to use her head! For her recovery, the Baroness throws her head; this works almost identically to Yoshi's Egg Toss, though the lighter head flies farther and does not burst on impact. Instead, when it lands safely, hits a wall or ledge, or hits an opponent, the Baroness's body will disintegrate into sprinkles! Then, her head will quickly sprout a new body, successfully rescuing her from death! The Head deals 8% and very light knockback. One more thing: the head cannot grab ledges, so be careful!
  273.  
  274. If used while grounded, this move works a bit differently: the Baroness's body does not disintegrate, and her head autonomously chases foes! Her head will move in a short burst, stop, then move again, following the closest opponent when it stops. The Head deals 9% and flinches opponents, making it a great way to harass enemies and aid your Court from afar!
  275.  
  276. But, even someone as levelheaded as the Baroness has limits. Her head can only take 20 Damage before disintegrating into sprinkles! Once this happens, she will be left headless for 5 seconds, after which she laglessly grows a new head even in the midst of an attack! As a little bonus, the Baroness's voice clips are extremely muffled while she's headless!
  277.  
  278. If you find yourself in need of recovery, but without a head, don't panic! A use of this move will have the Baroness perform a sort of uppercut with her candy cane. This works similarly to Mario's Super Jump Punch, but hits only once (dealing 7% and moderate knockback) and covers considerably less ground. This is not her optimal recovery by any means (at least it's not Little Mac levels of poor), but at least it beats certain death!
  279.  
  280. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]D-Spec: Candy Court[/COLOR][/SIZE][/FONT][/center]
  281.  
  282. What self-respecting Baroness wouldn't put her subjects to use? This Special's entire purpose is to call in the various members of the Candy Court for aid! When the move is input, the Baroness holds out a hand, and a muffin appears in it. With a speed easily compared to Pac-Man's Bonus Fruit, this muffin magically transforms into other sweets. It goes in the order: Muffin-Gumball-Jawbreaker-Candy Corn-Waffle; this order will loop around forever until a selection is made. With another input of B, the Baroness will clutch her hand around the chosen sweet and smile diabolically. Suddenly, in a burst of sprinkles, the chosen member of the Candy Court appears! All in all, this process takes about as long as planting and watering the Villager's tree. However, the Baroness can act immediately after making her selection; the chosen minion needs no further guidance! The Baroness can only have one member of her Court out at a time, so choose carefully! Minions can be summoned in the air, and they may behave differently if they are summoned as such! As a final note, the Baroness can cancel her selection by shielding. The cycle of sweets will resume where it left off in this case.
  283.  
  284. Each of her 5 minions behaves differently, but they have a few things in common. For starters, they all stay onstage until their HP is depleted; they will never time out! Secondly, a minion that is defeated will be removed from the summoning list until either all 5 are defeated or the Baroness is killed. Finally, no matter who it is, the Baroness will seek Vengeance if any of her subjects are killed. Upon the death of a minion, the Baroness will shake her fist and yell in indignation; she will then gain a red aura and a buff on her next attack. This buff multiplies the knockback of that attack by 1.25; take advantage of it, but try not to miss, as the buff will be consumed even on a whiff!
  285.  
  286. The first of her subjects is Muffski Chernikov, the muffin. Muffski is a fairly burly chap, being slightly smaller than Bowser and boasting 20 HP. Muffski is also one of the most straightforward soldiers, pattern wise. Rather than walk, Muffski jumps everywhere in a move nearly identical to the Super Dedede Jump; however, Muffski lacks the super armor of the Dedede Jump. Upon landing, Muffski also generates two waves of icing on either side of him; these waves travel a Bowser length each. Muffski deals 14% and buries anyone he lands on, while his icing waves deal 8% and moderate knockback. Muffski is mostly intelligent, and will attempt to aim his jumps towards nearby foes. However... he can be convinced to jump off the stage if his target is offstage. Even if the foe hasn't hit him, the Baroness will still seek Vengeance if this happens! If summoned in the air, Muffski immediately falls, creating his waves if he lands on solid ground; if he is dropped into a pit, the Baroness will NOT get her Vengeance buff. He must touch solid ground at least once. Muffski is not a complicated man, but he is a respectable soldier with the potential to really aid his liege; especially if foes get too trigger happy on interrupting his jumps, leaving them open for aerial punishment.
  287.  
  288. The second available minion is Sergeant Gumbo Gumbull, the gumball machine. Gumbull is a tall and lanky fellow; he stands at Ganon's height and is as narrow as Luigi. Gumbull boasts a reasonable 30 HP. Unlike Muffski, he does not jump; he instead scrambles around at Luigi's dash speed. Gumbull has low traction, and so skids around comically when turning. Once he's within a Battlefield platform of an enemy, Gumbull will open his lid and fire off a constant shower of gumballs on either side of him. These gumballs are very small projectiles, and each only does 2%, but they are deceptively dangerous in that they do not flinch the foe and they are too densely packed to weave between. Because of this, standing near Gumbull practically causes constant damage, and especially chews up shields. Gumbull's lid can be forcibly closed with an attack to his glass head; doing so will prevent him from attacking for a quarter-second. This quarter-second cannot be refreshed until he reopens his lid. If Gumbull if summoned in air, his lid will open as he falls; it'll close if he lands on solid ground. As with Muffski, dropping Gumbull into a pit does not trigger the Vengeance buff. Gumbull has no kill potential, but his constant damage makes him a valuable support unit.
  289.  
  290. The third subject available is Lord Gob Packer, the jawbreaker. Lord Gob is a familiar face to Pac-Man fans; he is very similarly built to the Grandaddy of Arcade Games, and is a comparable size as well. Lord Gob is the sneakiness of the Candy Court,packing 12 HP and notably spawning behind the nearest foe. To compensate, he has the simplest behavior. Lord Gob simply pursues the closest foe at Kirby's dash speed, attempting to bite them for 12% and moderate knockback. He also enjoys super armor; no attacks short of destroying him will stop his relentless pursuit. Summoning Gob in the air does not change his behavior; he appears behind the nearest foe regardless. Lord Gob is a reasonable threat if left alone, and destroying him will leave a foe open to the Baroness's Vengeance.
  291.  
  292. Fourthly, we have Kernel von Pop, the candy corn. The Kernel is a monstrous figure, measuring up to the Koopa King himself. The Kernel bears 30 HP and has a fairly straightforward pattern. He will glide forwards at Kirby's dash speed, attempting to collide with enemies, dealing 13% and moderate knockback. Every two Battlefield platforms, he will fly either upwards a Battlefield platform or down one, depending on if he is "high" or "low." Once he reaches the edge of the stage, he will automatically fly down/up and start flying back the opposite direction he was originally going. For example, if he hit the edge going right and was high up, he would drop down and begin flying left. When a foe gets above or below him, the Kernel will belch up a mini-Kernel. These Turnip-sized mini-Kernels slowly glide up or down until they hit something or fly off the screen; they deal 8% and light knockback. Summoning the Kernel in midair merely affects the height he starts at, nothing more. The Kernel has some interesting movement mechanics, and is a generally reliable fellow.
  293.  
  294. Finally, we have Sir Waffington III, the waffle. Waffington is the size and shape of two Crates stacked on top of each other; he has 20 HP. Upon being summoned, he will fly around the stage aimlessly. Every 3 seconds, he will freeze in place and explode, firing pieces of himself in all 8 compass directions. These pieces travel a Battlefield platform before boomeranging back to Waffington. They deal 12% and moderately high knockback. Summoning Waffington in midair has no affect on his behavior. Waffington is the best minion for killing, but he is fragile and predictable, being the only minion running on a timer. However, he can be useful in that his attack is very tempting to shield; the Baroness has ways to handle shield-happy foes...
  295.  
  296. While only one minion can exist at a time, this move is not useless with one out! Inputting D-Special with a minion out will have the Baroness steel herself before performing an overhead slam of her candy cane; this slam is as laggy as a Falcon Punch, and deals 17% and a Meteor Smash effect. It can be extremely handy at the ledge or in the air! However, this slam has another use: using it on the ground will cause the crook of the candy cane to snap off, creating a throwing item for the Baroness! Do be careful though: enemies can eat this projectile and heal themselves for 6% if you miss your throw! The candy cane magically regrows its crook after 2 seconds; using this before then simply doesn't make a crook. If a move requires the crook for its animation, for example, the Baroness's grab, it'll immediately grow back just for that animation, then unceremoniously break off and vanish.
  297.  
  298. [IMG]https://i.imgur.com/nIZQPX3.png[/IMG]
  299.  
  300. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]Jab: Smack Attack[/COLOR][/SIZE][/FONT][/center]
  301.  
  302. The most straightforward of the Baroness's standards, this move has her perform a harsh backhanded slap. Thanks to her long arms, this has comparable range to Ganon's Jab, though her lag is more on par with firing one Megabuster shot. The slap deals 6% and light knockback, just enough to get enemies out of the Baroness's face. All in all a very simple Jab, at first glance, anyway; The Baroness has a few tricks up her sleeve!
  303.  
  304. Firstly, there is a sweetspot on the Baroness's actual hand; landing this will deal 8% and slightly higher knockback. Secondly, this attack can influence Patsy's movement: slapping her will either increase or decrease her speed depending on which side of her was hit. Finally, this attack will launch the Baroness's head forward a Battlefield platform if she slaps it!
  305.  
  306. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]F-Tilt: (Cake) Batter Up![/COLOR][/SIZE][/FONT][/center]
  307.  
  308. The Baroness's cane isn't just for show: this attack has her steel herself for a startup comparable to Villager's F-Tilt before swinging her cane baseball-style. This move has some nice range, covering slightly more ground than Ganon's Jab; it also does a neat 10% and moderate knockback! This Tilt can also be angled up or down, if you so desire.
  309.  
  310. As with the Jab, this move has some additional handy properties. There is a reflection hitbox on the crook of the candy cane, one that acts very similarly to Ness's F-Smash. However, you MUST land this pseudo sweetspot to successfully reflect anything, and the sweetspot doesn't affect the Tilt's damage. This Tilt is also very handy for manipulating Patsy: unangled it will speed her up/slow her down, angled up it increases/decreases her speed even more, and angled down it will pop her into the air slightly. Finally, this Tilt also sends the Baroness's head flying if it connects; this one sends it flying 1.5 Battlefield platforms, however.
  311.  
  312. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]U-Tilt: Off With Her Head![/COLOR][/SIZE][/FONT][/center]
  313.  
  314. The Baroness is a good leader, but sometimes she... loses her head. Literally, in this case! This attack has her head hop off her neck and spin rapidly, taking as much time as Villager's U-Tilt; this creates a weak vacuum effect that drags foes in for rapid hits of 2%, dealing up to 12% and light upwards knockback. An interesting property of this attack is that it temporarily creates a small gap in the Baroness's hurtbox; this is little more than a quirk, however. This move is particularly potent on Slowed foes, as it becomes more difficult for them to escape with DI.
  315.  
  316. If she happens to be headless, the Baroness will instead twirl her candy cane in place of her head; this variant of the move is slightly laggier, has a larger hitbox, a stronger vacuum effect, and deals more hits, dealing up to 16%. It also deals more knockback on the final hit, causing moderate upwards knockback. Because of this, it may be wise for the Baroness to lose her head when she's ready to move in for the kill.
  317.  
  318. This move behaves interestingly with Patsy, as it will pop her up with each hit before letting her land with decreased speed. Perhaps this can help her over small obstacles...? The headless variant also interacts with the Baroness's head: it will spin the head atop the candy cane to extend the attack's range, then pop the head upwards a half Battlefield platform.
  319.  
  320. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]D-Tilt: That Jellybean[/COLOR][/SIZE][/FONT][/center]
  321.  
  322. The only Tilt in which the Baroness herself doesn't attack, this move has her point forwards as a Jellybean soldier charges from beneath her dress in a process that takes about as long as Megaman's Jab. This Pokeball-sized Jellybean runs forward at Mario's dash speed until it falls off the ledge or hits a wall. When it contacts a foe, it deals 8% and an increased level of hitlag, making it a decent harassment tool and potentially opening the foe up for a more dangerous followup; as a bonus, it pierces foes and keeps running afterward. However, the Jellybean cannot jump. It's in the Baroness's best interest to save these soldiers for when the foe is too distracted to watch for them...
  323.  
  324. The Jellybean is incapable of influencing the Baroness's head, as the head is airborne. However, it can influence Patsy: the Jellybean will begin pushing her if it runs into her. This will increase her speed beyond its natural limit, adding 2% Damage to her attack but makes the Jellybean harmless. The Baroness can have only one Jellybean out.
  325.  
  326. To keep her from being helpless, the finger point on this move has a weak hitbox, dealing 4% and light knockback. This point can effect her head, and will send it forward a half Battlefield platform. It also affects Patsy, gently increasing/decreasing her speed as in her Jab.
  327.  
  328. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]Dash Attack: Dapper Kneecapper[/COLOR][/SIZE][/FONT][/center]
  329.  
  330. From her brisk dash, the Baroness hops very slightly off the ground before taking a wild kneecapping swing with her candy cane! This hop can let her dodge low attacks and counterattack appropriately, with the swing dealing 12% and moderately high knockback. However, on whiff, the Baroness suffers a good bit of lag as she struggles to regain her balance.
  331.  
  332. This move is an obvious choice to pair with Patsy, and landing it will send Patsy flying in a low arc at double her current speed! In fact, she even does double the damage she would by rolling! But: take heed before doing this, as Patsy can be reflected when in flight! This move can also bat the Baroness's head around, sending it flying forward 2 Battlefield platforms at high speeds.
  333.  
  334. [IMG]https://i.imgur.com/OpmWTsr.png[/IMG]
  335.  
  336. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]F-Smash: Sweet Heat[/COLOR][/SIZE][/FONT][/center]
  337.  
  338. The Baroness's cane is more than just an accessory; it's packing heat! When this Smash is charging, the Baroness shoulders her cane and looks down the "barrel" of it menacingly; release the charge and, after a lengthy startup equal to that of Bowser's F-Smash, she will fire the shotgun. This creates a bright pink muzzle flash, the move's hitbox, and blows the Baroness backwards 1-2 Battlefield platforms (don't fret, she stops at ledges). This Smash can be angled up or down, and deals 13-19% and very high knockback, being her strongest attack in terms of knockback. However, the startup and lengthy endlag make spamming this a bad idea.
  339.  
  340. This Smash interacts with quite a few of the Baroness's moves. For starters, as with other attacks, this can launch Patsy. This particular attack launches her like the Dash Attack, and angling it will alter her flight path. Secondly, this Smash will send the Baroness's head rocketing as much as 3.5 Battlefield platforms ahead.
  341.  
  342. Most importantly, this Smash will suck in N-Spec puffs while charging; on release it fires them forward as one Slowing projectile at Wario's dash speed. The size and damage of this projectile depends on how many puffs were absorbed, ranging from a Turnip and 5% (1 puff) to Kirby and 30% (6). However, this projectile deals no knockback; instead, it sticks to any foe, minion, or solid surface it hits. This has various effects, and the cotton candy can be passed like a Gooey Bomb. The cotton candy eventually disintegrates after being transferred 5 times, regardless of who transferred it.
  343.  
  344. When stuck to a foe, the cotton candy Slows them until it it passed off. It also counts as part of their hurtbox, making it easier for the Baroness to get her hands on them. Sticking this to a minion will decrease their speed, but allow them to transfer the cotton candy to your foes. In the case of Muffski, he will destroy the cotton candy on husband next jump in exchange for his icing waves causing Slow. There is also another benefit to this: the cotton candy serves as protection for your minions, being able to absorb up to 15 Damage before disintegrating. This cotton candy also extends the minion's hurtbox, meaning it artificially increases the range of Gumbull's activation and the size of one of Waffington's projectiles. Finally, sticking this cotton candy to Patsy will stop her movement altogether, making her into a solid platform until the cotton candy is transferred off of her. This has some obvious interaction with Muffski, allowing him to land on her and fire his icing waves above ground level.
  345.  
  346. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]U-Smash: Hovering Hard Candy[/COLOR][/SIZE][/FONT][/center]
  347.  
  348. What Baroness of a Candy Court wouldn't use the sweet stuff to her advantage? For this Smash's charge, the Baroness puts a hand to her chin in thought. When the charge is released, she snaps her fingers as a flat, wrapped candy springs up out of the floor ahead of her. This Bowser-wide candy takes about as long to pop up as Snake's U-Smash takes to fire. Thanks to this awkward lag, the candy popping up is a rather strong attack in and of itself, dealing 12-18% and moderately high upwards knockback, making this a decent kill option if the Baroness manages to land it.
  349.  
  350. An interesting propert of this Smash is that this candy behaves like a hovering platform when it stops moving. It will hover at Ganon's eye level for 5 seconds or until the Baroness uses another U-Smash. Using this while close to a minion will obviously pop them into the air as the candy springs up. As it rises, Patsy, Gumbull, and Muffski can make use of it. Patsy will obviously continue rolling, but can get a nice height increase. Gumbull can also take advantage of this to compensate for his lack of a jump. Muffski is the most interesting option, as he still generates his icing waves of he lands on this, with them flying out at the level he landed on. The Baroness's head can also be pushed up with this makeshift platform. Once it STOPS moving, it simply acts as a normal platform, with anyone being able to stand on it with no ill effects.
  351.  
  352. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]D-Smash: Chairwoman of the Board[/COLOR][/SIZE][/FONT][/center]
  353.  
  354. Sometimes, when you're an authority figure, you need to put your foot down, and hard! When charging this Smash, the Baroness puts on a wicked smile and raises a foot. Upon release, she stomps the floor hard, causing a peppermint "floorboard" to pop up at an angle. This floorboard is the main hitbox, dealing 9-14% and moderate upwards knockback; charging does not affect the length of the floorboard, as it is always a Battlefield platform long. There is an additional hitbox on the Baroness's foot; this deals 12% and spikes, but is very small and unlikely to land.
  355.  
  356. The floorboard popping up has some predictable effects on the Baroness's minions; any of them that are standing in front of her when it is popped up are sent 1.5 Battlefield platforms into the air. This applies to any minion hit by the floorboard, even flying ones like Lord Gob and the Baroness's head! This is more relevant in Patsy's case, as it also increases her speed a considerable amount.
  357.  
  358. This floorboard stays popped up for 5 seconds or until another is popped up. While it's out, it has some interesting properties. Obviously it serves as a ramp; Patsy can roll up it with slight difficulty. However, upon anyone or anything reaching the apex of the ramp, it will collapse before spring back up, launching whatever is on it skyward 0.5-2.5 Battlefield platforms depending on where they were standing. This applies to any minion that isn't explicitly flying, even the humble Jellybean or the hopping Muffski. In fact, landing on this is quite a boon for Muffski, as it doubles the range of his icing waves the next time he lands! This springiness can especially benefit Gumbull, giving him a pseudo-jump.
  359.  
  360. Fighters and minions can walk "through" the underside of the makeshift ramp, and it does not block projectiles. The Baroness can collapse the floorboard permanently by performing her D-Smash while standing on it. She can only have 1 floorboard popped up at a time.
  361.  
  362. [IMG]https://i.imgur.com/OH4DEnM.png[/IMG]
  363.  
  364. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]D-Air: Candy Cane Chaos[/COLOR][/SIZE][/FONT][/center]
  365.  
  366. In a way, isn't a cane just a fancier pogo stick? Just ask Uncle Scrooge! In a twist on the old stall-and-fall, this Aerial has the Baroness temporarily halt her momentum before her cane sprouts footholds like a pogo stick; she then grins wildly before suddenly plunging down a Battlefield platform at twice her fall speed. Hitting a foe causes her to bounce up a Battlefield platform while the foe takes 7% and is lightly spiked. An interesting feature of this move is that it can bounce off the ground as well, provided that the Baroness hits it before the move ends. This can help the Baroness stick in the air if she so desires.
  367.  
  368. This attack can interact with all of the Baroness's minions, even the Jellybean! She can harmlessly bounce off of any of them, and even gets a slight boost by doing so, bouncing 1.5 Battlefield platforms instead of only 1. Doing so will push the minion down if applicable. In Patsy's case, this has no effect on her rolling, but the Baroness can follow her and bounce off her multiple times if she desires!
  369.  
  370. There are quite a few interesting ways to use this move! For starters, Muffski's constant jumping makes him excellent for getting some extra height; the bounce shoving him down can also help him attack faster. Gumbull, being the tallest minion, is also an interesting option to bounce on, and the Baroness's bouncing won't even close his lid! Lord Gob, constantly pursuing a foe, is also a good choice for bouncing; knocking him downwards also has its uses, as it can make him a little less predictable. The Kernel is difficult to bounce on due to his movement, but the Baroness can also bounce on his mini-Kernels. Finally, Waffington's ambling flight path makes him hard to keep up with, but he's the most flexible flying minion to use, as he has no predicable pattern.
  371.  
  372. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]N-Air: Spearmint Spin[/COLOR][/SIZE][/FONT][/center]
  373.  
  374. Sometimes a situation just calls for a simple, reliable solution! For this attack, her fastest Aerial, the Baroness spins her candy cane rapidly, creating a circular hitbox around her person. This hitbox deals 8% and light radial knockback, making it a handy way to stay safe in the air. It's also handy for general spacing and so keeping the Baroness's foes at bay. Combine it with D-Air and it can become a makeshift rising attack!
  375.  
  376. While her Tilts affected the grounded minions, the Baroness's Aerials influence her flying subjects! Of course, this attack still affects Patsy; it works just like the Baroness's Jab, increasing/decreasing Patsy's speed. While the Baroness won't harm her minions, using this N-Air around her airborne soldiers will shove them away from her regardless of their usual flight path. This can help mix up their movements or get them out of a pinch, and as a bonus they become a weak projectile while being shoved (6% and light knockback). This attack also affects the Baroness's head, knocking it away with the move's radial knockback but not harming it.
  377.  
  378. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]F-Air: Sweet Heat Redux[/COLOR][/SIZE][/FONT][/center]
  379.  
  380. Since it was so useful in her F-Smash, the Baroness has decided to use her shotgun for another attacks as well! In a somewhat laggy Aerial (on par with DK's, the slowest in canon Smash), the Baroness shoulders, aims, and fires her shotgun, creating the same muzzle flash and recoil effect as her F-Smash, albeit weaker. This flash deals 12% and high knockback, being her strongest Aerial at the cost of the lag; the recoil effect blasts her back 0.5 Battlefield platforms. Combine this with the D-Air's bounce, and the Baroness can catch foes off guard with a powerful blast!
  381.  
  382. This Aerial blasts Patsy identically to the F-Smash. Additionally, this absorbs the N-Spec puffs and the Baroness's head away just like the F-Smash. This can be extremely handy, as it makes landing her gooey cotton candy much easier! All in all, one of her more straightforward attacks despite its lag and punch.
  383.  
  384. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]U-Air: Cane You Believe It?[/COLOR][/SIZE][/FONT][/center]
  385.  
  386. While the shotgun feature is extremely useful, sometimes a cane can be handy on its own merits! This move, one of the Baroness's quicker Aerials (as fast as Megaman's F-Air), has her swing her candy cane over her head like a sledgehammer; this wide swing covers her sides and a decent area above her. This Aerial deals 9% and moderate upwards knockback, with a sourspot on her sides that only deals 7% and light-moderate radial knockback. When combined with the Baroness's D-Air, this attack can greatly aid her ability to juggle foes, especially considering its speed. In fact, this is easily the best way for her to take advantage of airborne foes, with her being able to relentlessly chase them with her bouncing and pop them skyward!
  387.  
  388. Since a lot of the Baroness's moves are a little laggy or depend on the support of her minions, this is a valuable tool to have at her disposal. Using this quick Aerial can help the Baroness take advantage of jumpy foes; it especially comes in handy for those who get too gung-ho about interrupting Muffski's jumping attack!
  389.  
  390. Hitting Patsy with this will pop her skyward, with her flying straight up before landing and resuming her rolling. Additionally, hitting the Baroness's head will pop it up further into the sky. This also applies to other airborne minions, even Muffski mid-jump; this way you can push them up a bit or delay Muffski's attack.
  391.  
  392. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]B-Air: Spearmint Shove[/COLOR][/SIZE][/FONT][/center]
  393.  
  394. Again, sometimes a cane is helpful in and of itself! This Aerial has her roughly thrust the crook of her canebrakes behind her. This is one of the Baroness's faster Aerials, coming out as fast as Jigglypuff's B-Air. It also has some nice range, stretching as far as Ganon's Jab. The only real issue is that the hitbox is short-lived. This attack deals 12% and moderately high knockback. Combine this with her D-Air and she can poke at foes repeatedly!
  395.  
  396. Using this around a flying minion will harmlessly shove them away from the Baroness; doing so will make them into a weak projectile that deals 6% and light knockback. Additionally, using it on her head will bop it back a Battlefield platform. Using it on Patsy will cause the same effect as the F-Tilt: increasing/decreasing her speed by a decent amount.
  397.  
  398. [IMG]https://i.imgur.com/RZB55nC.png[/IMG]
  399.  
  400. The Baroness wouldn't dream of grappling her foes with her own hands! Instead, she channels the spirit of Vaudeville and uses her candy cane as a hook! This gives her the longest grab in the game, but also the slowest. From a dash, the lag is slower, and the range is lower. In addition, this grab has a passive hitbox that drags the Baroness's various minions back towards her; this applies to all of them, even Patsy and the N-Spec puffs! For her pummel, The Baroness uses her free hand to slap the grabbed foe across the face; this is a moderately fast pummel and deals 4%.
  401.  
  402. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]F-Throw: Bare(oness) Knuckle Brawl[/COLOR][/SIZE][/FONT][/center]
  403.  
  404. The Baroness quickly releases the foe before roughly thrusting the crook of her cane into their stomach! This throw deals 8% and light-moderate knockback. This is mainly used to throw her opponents away and out of her face until she's ready to kill them. It isn't really made for killing, but it can be useful for combos; send a foe into a minion's attack, then slap them around when they bounce back! Your best bet would be to use this throw with Lord Gob or Kernel von Pop out; both of them tend to find themselves in the perfect position to bounce a thrown foe back to the Baroness!
  405.  
  406. Now, this may seem to be a very straightforward throw, and it is in some ways. But, the Baroness has a nasty surprise up her sleeves. When this throw is first input, she'll quickly look back and forth for any nearby minions. Should there be one within a Battlefield platform radius, she'll reach out with her cane and grab them! She'll then "slam" the minion into her hapless victim, causing a nasty brawl to erupt. This brawl is represented as the classic "ball of violence" dust cloud, and is roughly Bowser sized. As the fight carries on for about a half-second, the Baroness cheers her subject on gleefully. Depending on which minion was pulled in, this has a variety of effects.
  407.  
  408. Should she tag in Muffski, the brawl will be cut short at only a quarter-second. Once this passes, the burly muffin will leap into the air with his opponent in tow. He'll then crash back down about 2 Battlefield platforms ahead of the Baroness in a vicious piledriver. This deals a nasty 15% and leaves the victim prone; it also generates Muffski's icing waves on either side of him. The Baroness applauds when Muffski lands this piledriver.
  409.  
  410. Grabbing Gumbull will cause a mostly standard brawl, dealing 11% over the course of the throw before launching the victim forward with moderate knockback. The main benefit of bringing in Gumbull is that he'll spray gumballs around him as he normally does. This way he can keep up his DoT effects while also aiding the Baroness's grab.
  411.  
  412. Roping in Gob, Waffington, or the Kernel will have the same effect regardless of who it is. The brawl will rise through the air as it progresses, eventually booting the foe away with perfectly horizontal knockback about 1.5 Ganons above the ground. This variant deals the same 11% as Gumbull's, but makes it far more difficult for the foe to get back to the Baroness. As the brawl floats away, the Baroness watches it with a hand shading her eyes before pumping a fist in triumph as the foe is launched.
  413.  
  414. Snagging Patsy as she rolls by will cause the resulting brawl to continue rolling along at her current speed and trajectory for the requisite 1/2 second. This can very easily get an opponent away from the Baroness, and using it when Patsy has built up some speed can make sure they're nowhere around when they're finally ejected with 11% more damage. As an added bonus, the Baroness mockingly waves goodbye to the victim as they're dragged away.
  415.  
  416. Finally, if the Baroness hooks her own floating head, the brawl will end after only 1/4 second. When the dust clears, the head will have its teeth sunk into the opponent's shoulder! The headless Baroness will then perform her default F-Throw, booting the foe away with her cane for 4%. However, the biting head will deal rapid, constant damage (about 3% a second) to the foe until they manage to hit the Baroness with an attack that deals at least tumbling knockback. Of course, she has ways of keeping her distance...
  417.  
  418. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]U-Throw: FORE![/COLOR][/SIZE][/FONT][/center]
  419.  
  420. The Baroness releases her foe before performing a nasty upwards swing of her cane! This swing deals 11% and launches foes at an unusually forward angle for a U-Throw; it does moderate knockback, and the unusual angle can make it handy for sending enemies back into the clutches of the Candy Court. More specifically, this is handy for getting foes in range of Waffington's explosions and the Kernel's flight path. As with the F-Throw, this isn't really designed to kill; it's primarily to toss foes into your minions!
  421.  
  422. Using this throw on a Slowed foe has no particular interaction, but using it on one with cotton candy stuck to them DOES have an effect! More specifically, the sheer force of the Baroness's swing causes the blob to detonate into sugar, increasing the throw's knockback greatly but cushioning the blow so it only deals 8%. It also destroys the blob, obviously. This particular variant is the Baroness's best kill throw, and the speed it launches foes at makes it nigh-impossible to reliably combo it with your minions. Combine this with Vengeance and the Baroness can squeak in shockingly early kills! But be warned: a whiffed Grab will also consume her Vengeance!
  423.  
  424. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]B-Throw: You Spin Me Right Round...[/COLOR][/SIZE][/FONT][/center]
  425.  
  426. The Baroness smiles wickedly, then spins her foe like a top. This deals a rather low 6%, and doesn't actually do any knockback. Instead, the Baroness merely steps past her foe, leaving them behind her. She's then free to act almost immediately.
  427.  
  428. This may seem like a useless throw, but there's a nasty secret to this. You see, the spinning foe cannot act in any way! They're stuck in what is essentially endlag for a useless move for a short period of time. This can leave them open for attack, give the Baroness a chance to get away from them, or let her get some setup work done. Don't expect to land a free Smash out of this though; the Baroness's Smashes are all too laggy to catch foes out of this spin state.
  429.  
  430. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]D-Throw: Get Ahold of Yourself![/COLOR][/SIZE][/FONT][/center]
  431.  
  432. Not content with her Pummel's slaps, the Baroness performs a series of three vicious backhands to the foe's face! This is purely a damage racker, dealing 12% total but practically no knockback. This is a risky option, but it can definitely aid in dealing some damage quickly. Besides, the Baroness can always use this near her minions if she wants to be more safe from retaliation!
  433.  
  434. Using this on a Slowed foe gives the Baroness time to slip in an extra slap, increasing the damage to 16% but curing Slow. If the foe has a cotton candy blob stuck to them, the damage goes up to 20%, but sticks the blob to the Baroness herself. The question is: is it worth losing these valuable status effects...?
  435.  
  436. [IMG]https://i.imgur.com/44Fa9pf.png[/IMG]
  437.  
  438. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]Final Smash: Sugarland Shimmy![/COLOR][/SIZE][/FONT][/center]
  439.  
  440. With the power of the Smash Ball, the Baroness can now reign over the battlefield as she wishes! With an absolutely psychotic grin, she whistles as her castle rises up beneath her. The Castle stands at the size of 3 Ganon heights and 3 Bowser widths. When it rises, she tugs on its parapets, angering it into charging across the length of the stage!
  441.  
  442. The Castle charges at nearly DK's dash speed, slamming its towers down like fists all the way. Any poor sap hit by the Castle or its towers will suffer 30% and very high knockback, easily killing all but the healthiest foes!
  443.  
  444. This charge ends once the Castle reaches the end of its current platform. If this is used in air, it will use the floor beneath the Baroness.
  445.  
  446. [Center][FONT=Arial][SIZE=6][COLOR=#ff0080]Tasty Taunts:[/COLOR][/SIZE][/FONT][/center]
  447.  
  448. U-Taunt: The Baroness performs a "cutthroat" gesture, and her head pops off her neck for a moment.
  449.  
  450. F-Taunt: The Baroness gives off a psychotic smile, one that goes far wider than any smile ought to.
  451.  
  452. D-Taunt: The Baroness performs a mocking curtsy, then blows a raspberry.
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