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ProfLexicovermis

Indie Pogo Movesets

Jan 16th, 2019
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  1. Marie Poppo from 100% Orange Juice
  2.  
  3. Neutral Air - Ubiquitous
  4.  
  5. •Poppo leans lefts or right with a smirk, making a grabbing motion with low range. On a whiff, she pouts and suffers from some lag. On a hit, the victim suffers 4 damage and loses a point from their Super counter; Poppo gains a Super point if they had one.
  6.  
  7. Up Air - Here and There
  8.  
  9. •Poppo instantly vanishes and appears above the nearest foe! She halts in air for a moment before falling, giving the foe time to hit her or dodge before she can pogo them or use...
  10.  
  11. Down Air - Subspace Tunnel
  12.  
  13. •With a beaming grin, Poppo dives headfirst towards the ground! Should she hit a foe, they'll take 6 damage and be pulled down with her. When she hits the ground, she vanishes into a purple tunnel of sorts, immediately popping out of a another part of the floor as though she had just jumped normally; she decides where to pop out by pressing left or right. If she caught a foe, they're warped too.
  14.  
  15. Ground Attack - Go Away
  16.  
  17. •Poppo looks distressed as she charges and, when it's released, swings a Go Away card over her head. On hit, it deals 4-11 damage and causes the foe to warp upwards and to either the left or right, chosen by Poppo. Best used to get an incoming foe away from you quickly.
  18.  
  19. Super- Mimic
  20.  
  21. Poppo has no unique Super of her own, so she uses Mimic! When Super is triggered, Poppo will perform the Super of the nearest foe. Poppo's Super costs 10 points instead of just 5. In the case of a match with all Poppo, none of them can use their Super.
  22.  
  23. ________________________________________________________
  24.  
  25. Trace from Axiom Verge
  26.  
  27. Neutral Air - Laser Drill
  28.  
  29. •A melee attack that Trace can hold out to the left or right while still jumping repeatedly. The Laser Drill has low reach, and Trace can't turn while using it. The Drill deals rapid hits of 1 damage to foes and does not flinch them. The Laser Drill does not go through terrain.
  30.  
  31. Up Air - Drone Launch
  32.  
  33. •Pointing his gun upwards, Trace fires off an egg-like device that hatches into an insectile drone after flying up a bit. Can be aimed left, right, or straight up. When the drone hatches, it falls to the ground with normal gravity; use Up Air with it out to have Trace detonate the drone and teleport to where it was. The drone explosion deals 12 damage, but is small. When it lands, the drone wanders the ground, seeking out foes; it'll zap them with a tiny laser for 3 damage if they get too close. Drones have 4 HP and cannot jump.
  34.  
  35. Down Air - Trenchcoat
  36.  
  37. •With literally no lag, Trace teleports down to the ground beneath him. Any foe between him and the ground suffers 2 damage, but no flinch. This does not count towards a Pogo Combo.
  38.  
  39. Ground Attack - Address Disruptor
  40.  
  41. •Trace points the Disruptor upwards as long as the button is held, shooting transparent, blocky energy above him. Can be angled left and right. Anyone caught in the energy has their fall speed dramatically lowered; the Disruptor begins to "glitch" fighters out as they're exposed to it, applying a status effect that lowers their attacks' damage and slows their projectiles, if they have them. Any projectiles or objects made by a fighter that get caught in this energy will become glitches that harm anyone but Trace.
  42.  
  43. Super - Address Bomb
  44.  
  45. •Trace faces the camera and fires an Address Bomb, which explodes into a huge, glitchy blast that envelopes the entire screen. All foes take 6 damage and lose their Pogo Combo. All projectiles and objects onscreen are instantly destroyed. The blast is unavoidable unless you airdodge at the correct time.
  46.  
  47. ________________________________________________________
  48.  
  49. Baton from Tadpole Treble
  50.  
  51. Traits - Baton's air dodges travel farther than anyone else's in the game! But her jumps are low...
  52.  
  53. Neutral Air - Tadpole Spin
  54.  
  55. •Baton curls into a ball and spins rapidly, making her smaller and turning her body into a hitbox. Contact with her deals 4 damage, but more importantly, she's immune to being Pogoed while spinning! Any other kind of attack will still hit her, though...
  56.  
  57. Up Air - Cymbal Crash
  58.  
  59. •A cymbal appears in the background behind Baton and, with a mighty tail slap, she bounces herself up and off of it! This travels farther than any Up Air in the entire game, and the cymbal is a hitbox that deals 8 damage when Baton slaps it. Her little body doesn't have a hitbox, though...
  60.  
  61. Down Air - Tadpole Slap
  62.  
  63. •In a very simple move, Baton slaps downward with her tail. This does not make her fall faster at all, and hits foes for 5 damage and surprisingly decent downward knockback. This counts towards a Pogo Combo!
  64.  
  65. Ground Attack - Treble Mode
  66.  
  67. •This move requires a full charge to do anything, but Baton can move on the ground while charging. When she hits full charge, Baton gets a look of determination on her face and gets wreathed in a white aura! For the next 5 seconds, she takes less damage from attacks and deals slightly extra damage with all her attacks! Treble Mode cannot be used again until it wears off.
  68.  
  69. Super - Tadpole Treble
  70.  
  71. •The A Rank jingle from Tadpole Treble plays, and a series of musical note projectiles travels across the screen from right to left! Each projectile deals 4 damage and knockback, and there are 15 in total. They're small enough that foes can weave through without dodging.
  72.  
  73. ________________________________________________________
  74.  
  75. Molli Pop from Candies 'n Curses
  76.  
  77. Traits: Molli's flashlight creates a small hitbox in whichever direction she's moving! This deals many hits of 1 damage, at a rate slower than Teslakid's D-Air, and no flinch. The light only deals damage if Molli is actively moving left or right.
  78.  
  79. Neutral Air - Firefly Lantern
  80.  
  81. •Molli pulls out her Lantern, causing 4 small fireflies to begin orbiting her body. These fireflies last until she takes damage or lands on the ground; they deal 3 damage to anyone they touch, but barely any knockback.
  82.  
  83. Up Air - Buster Blade
  84.  
  85. •Looking upward, Molli performs a rising slash with the Buster Blade! The slash is narrow and basically only hits foes above and in "front" of her (front being the last direction she was moving). It deals 8 damage and fairly strong knockback, but is laggy.
  86.  
  87. Down Air - Atomic Fenix
  88.  
  89. •Swinging her flashlight downwards, Molli casts a glowing fireball straight towards the floor! The fireball deals 4 damage to foes, but if allowed to land explodes into a lingering column of fire! This column deals 9 damage and strong upward knockback to enemies; only one can exist, and it fades away after either hitting someone or 5 seconds pass.
  90.  
  91. Ground Attack - Candies 'n Curses
  92.  
  93. •While charging, Molli looks thoughtful as a glowing candy appears over her head. This candy changes appearance rapidly, toggling between 6 forms; 3 are candies, 3 are curses. Release the charge to eat the chosen item, which grants Molli one of the following effects:
  94.  
  95. Pogo Gummi: Molli gets 2 points towards a Combo for every one pogo landed.
  96.  
  97. Firefly Curse: For 5 seconds, a huge firefly roams the stage, dealing 10 damage to anyone it hits, including Molli.
  98.  
  99. Winged Mint: Molli gains a quadruple jump for 5 seconds.
  100.  
  101. Dodgem Curse: When anyone uses Parkour or an air dodge, they take 3 damage. Molli takes 5.
  102.  
  103. Butterfly Sugar: Molli heals 4 damage.
  104.  
  105. Toxic Curse: Every fighter takes slow poison damage for 5 seconds. Molli is poisoned for 7 seconds.
  106.  
  107. Super - Reaper Curse
  108.  
  109. •Molli looks frightened as a huge Reaper appears beside her! She automatically airdodges in place as he throws a huge scythe in the direction he's facing; it ignores terrain and deals 15 damage to anyone it hits.
  110.  
  111.  
  112. ________________________________________________________
  113.  
  114. The Knight from Hollow Knight
  115.  
  116. Traits: The Knight has a secondary meter beside them; this is their SOUL gauge. As they land Pogos and Ground Attacks, they gain SOUL. The Knight can spend SOUL on their aerials by holding the attack button when using them. The gauge holds up to 3 units, and it takes landing 2 attacks to get a unit.
  117.  
  118. Neutral Air - Vengeful Spirit/Shade Soul
  119.  
  120. •The Knight quickly fires off a decently large white projectile to the chosen side; it flies very quickly, but has limited reach. Foes take 5 damage and decent knockback when hit by this. Holding Attack will spend 1 unit of the SOUL gauge to fire a larger, faster black projectile with infinite range; this one deals 9 damage to foes.
  121.  
  122. Up Air - Howling Wraiths/Abyss Shriek
  123.  
  124. •Looking up, The Knight unleashes a short ranged "burst" of screaming, ethereal faces. This burst hits foes thrice for 3 damage apiece, with the third hit doing okay knockback. Hold Attack to spend 1 unit of SOUL to enlarge the burst, make the spirits shadowy black, and hit 4 times instead of just 3.
  125.  
  126. Down Air - Desolate Dive/Descending Dark
  127.  
  128. •With fairly meaty startup, The Knight dives downwards at high speeds, wreathed in white energy. While falling, their body deals 8 damage and passes through foes. The Knight is not invulnerable during this. Hold Attack to spend 2 units of SOUL, and the aura becomes dark, The Knight falls faster, and they become invulnerable during the fall. Damage is unchanged.
  129.  
  130. Ground Attack - Dream Nail
  131.  
  132. •The Knight focuses dream energy into their Nail, then swings it left or right. The slash has excellent reach on both sides. This deals no damage, but launches foes with fairly strong knockback. This fills the SOUL gauge by a full unit.
  133.  
  134. Super - Hurricane Slash
  135.  
  136. •The Knight charges energy almost immediately, then breaks into a whirlwind of slashes, gaining free flight for a few seconds. Depending on how many units of SOUL they have, the slash deals 9/12/15 damage to foes and sends them flying.
  137.  
  138. ________________________________________________________
  139.  
  140. ToeJam and Earl
  141.  
  142. Traits: TJ&E are two people, but functionally work as one character; they fight back to back, and can't be separated. Because of this, they have slightly more HP than most fighters. However, they move more slowly than others as well.
  143.  
  144. Neutral Air - Tomato Slingshot
  145.  
  146. •By holding Attack, TJ&E will greatly slow their fall speed and pull out two slingshots. Tilt the control stick in any direction and they'll fire a tomato that way! Tomatoes follow gravity, naturally, and when they hit a foe, splat them for 5 damage. The main benefit to this is the wide variety of attack angles and relatively fast fire rate.
  147.  
  148. Up Air - Icarus Wings
  149.  
  150. •Quickly equipping shoddy wooden wings, TJ&E flap upwards! Tap Attack rapidly to rise farther, but be quick; these wings fall apart after only a few seconds! Flapping the wings will hit nearby foes for 3 damage and okay knockback.
  151.  
  152. Down Air - Boombox
  153.  
  154. •TJ&E drop a boombox below them in a move reminiscent of Blockman's Up Air; the boombox is wide, but short, and deals 9 damage to anyone it happens to land on. The boombox breaks if it hits someone or is attacked. If it lands on the ground, it'll begin playing some funky beats, making a circular area onscreen. While inside this aura, TJ&E deal slightly more damage to foes and take slightly less damage from attacks! But he careful: only one boombox can be out, and it breaks if hit even once!
  155.  
  156. Ground Attack - Super Hi-Tops
  157.  
  158. •In a strange Ground Attack, the boys simply begin dashing forwards at ridiculous speeds, kicking up dust and occasionally letting off a Roadrunner-style MEEP MEEP! While running, they stop auto-jumping, but can jump manually and turn around freely. Bumping into a foe knocks TJ&E over, stunning them for a moment but launching the foe with 11 damage! When Attack is released, the boys skid to a stop, losing their hitbox and suffering some lag before they can act again.
  159.  
  160. Super - Total Bummer
  161.  
  162. •TJ&E open up a wrapped present, then shout in surprise as all foes within a certain radius begin vibrating wildly, taking rapid damage! This can very well kill if the foe doesn't get out of range quickly, so they'll need to be on the move! TJ&E are invulnerable while the Bummer is active.
  163.  
  164. ________________________________________________________
  165.  
  166. Octodad
  167.  
  168. Traits: Octodad is so clumsy! His jumps are low, and he tends to slip and fall over when he lands, making his movement slippery and a bit hard to get used to. However, he has lengthy airdodges! He also jumps more or less normally when he Pogos off someone.
  169.  
  170. Neutral Air - -Nervous Blubbing-
  171.  
  172. •Octodad panics and flails his limbs wildly! While doing so, he rises, traveling farther if attack is mashed. These wild slaps deal only 3 damage each, but he can theoretically hit a foe 5 times if he's perfectly overlapping them when the move is used.
  173.  
  174. Up Air - -Fatherly Blubbing-
  175.  
  176. •Looking concerned, Octodad stretches an arm above him slowly, leaving it up there for a moment as he continues to jump and fall normally. If his arm touches a foe, he'll grab them and attempt to gently help them out of the air, but accidentally fling them down at top speed, sending them down at high speeds with 5 damage. If the foe hits the ground, they take an additional 3 damage; hitting another foe with a thrown foe contributes to a Pogo Combo and deals 3 damage to both!
  177.  
  178. Down Air - -Clumsy Blubbing-
  179.  
  180. •Somehow, defying all logic, Octodad slips in midair! Everyone's favorite father figure begins falling headfirst now, losing a decent part of his air speed, but actually bouncing off the floor higher than when he jumps normally. Octodad stays upside down until this move is used again, and can still Pogo foes with his head. He hits nearby foes for 4 damage while flipping. Using Up Air while flipped still has him reach upwards.
  181.  
  182. Ground Attack - -Angry Blubbing-
  183.  
  184. •Octodad appears to charge up an actual attack... only for his worst enemy to suddenly appear: a banana peel! He slips on the peel and rockets off to the right or left, slamming into foes for 8 damage and leaving the peel behind. Any character that lands on a banana peel slips and falls, getting knocked down as though they were Pogo'd. Peels last for 5 seconds.
  185.  
  186. Super - Nobody Suspects A Thing
  187.  
  188. •Octodad screams in terror as the mad sushi chef, Fujimoto appears! The chef now pursues Octodad slowly but relentlessly, swiping his cleavers menacingly. He jumps automatically just like any other character, too! Fujimoto will angrily slash at any fighter who gets too close, dealing 15 damage and pretty strong knockback. He can and will hurt Octodad too, so be careful! Fujimoto can be stunned by kiting him onto a Banana Peel. He vanishes after some time passes.
  189.  
  190. ________________________________________________________
  191.  
  192. Filia from Skullgirls
  193.  
  194. Traits: None!
  195.  
  196. Neutral Air - Hairball
  197.  
  198. •Filia and Samson quickly roll into a spiny ball! This move is unique in that it can be aimed in 6 directions: left, right, or any diagonal. Filia travels a short distance in the chosen direction before uncurling and suffering endlag. While in ball form, she deals 6 damage to anyone that touches her. If she touches a wall or floor while rolling, Filia will travel along that surface, or a short distance, instantly jumping as she uncurls, canceling her lag! She retains her hitbox while wall or floor crawling.
  199.  
  200. Up Air - Updo
  201.  
  202. •With somewhat lengthy startup, Filia throws her head back as Samson performs a sort of uppercut chomp, dragging his host upwards for an alright recovery. The chomp can hit foes three times if aimed carefully, with each hit dealing 3 damage. This has little endlag.
  203.  
  204. Down Air - Bounce and Volume
  205.  
  206. •Without affecting her momentum, Filia extends a leg in a divekick motion, dealing 4 damage to anyone she hits. Tap Attack again and Samson will extend past her foot with a nasty chomp! This drags Filia down at an angle slightly, and the bite deals 6 damage. Careful use can allow the kick to chain directly into the bite!
  207.  
  208. Ground Attack - Ringlet Spike
  209.  
  210. •As she charges, Filia lounges on the ground, idly twirling her hair around her finger. Meanwhile, Samson extends a tendril into the ground. A faint shadow will now creep along the floor, controlled via the control stick. Release Attack and a spiked hair tendril will explode up from the shadow! This stabs foes for a nasty 10 damage and decently powerful upward knockback. This is powerful, but slow. It also leaves Filia herself wide open to attack.
  211.  
  212. Super - Tricobezoar
  213.  
  214. •Rearing back and adopting a monstrous form, Samson coughs up a massive hairball in the chosen direction! This nasty projectile is positively huge, and slams into foes for 15 damage, bouncing off slowly in the opposite direction. The hairball lasts for a few seconds max.
  215.  
  216. ________________________________________________________
  217.  
  218. Arizona from Them's Fightin' Herds
  219.  
  220. Traits: None!
  221.  
  222. Neutral Air - Lasso
  223.  
  224. •By holding Attack, Arizona will twirl a lasso overhead, slowing her fall speed; release it to cast the lasso left or right, hopefully snagging an opponent! On a successful snag, the foe will be yanked beneath Arizona and suffer 4 damage.
  225.  
  226. Up Air - Rising Cowpoke
  227.  
  228. •Arizona hunkers down, then swings her head upwards in a sort of bovine Shoryuken! This isn't a very good recovery, but it hits foes for 9 damage and pretty powerful upward knockback. Arizona will definitely want to be careful on stages with pits...
  229.  
  230. Down Air - Stomp
  231.  
  232. •Or not! With this move, Arizona unleashes a mighty stomp with her front hooves, slamming foes for a nice 11 damage and strong downward knockback. Unlike Fishy's Down Air, Arizona doesn't move downwards any faster than her normal fall speed. If Arizona hits the ground during this, something special happens: the entire floor quakes, hitting any foe standing on that platform for 5 damage!
  233.  
  234. Ground Attack - Headbuck
  235.  
  236. •Arizona lowers her head and paws at the ground as she charges, looking determined. When the charge is released, she performs an Earth-shattering headbutt that has low reach, but deals a staggering 15 damage if it hits! This is a very slow move to come out, and it also has a lot of ending lag.
  237.  
  238. Super - Trample and Rebound
  239.  
  240. •When her Super is used, Arizona rockets off to the left or right at high speeds, going offscreen if she doesn't hit anyone; if this happens, she teleports back to where she was when the move was used. On a hit, the foe is slammed with a mighty headbutt for 10 damage, then Arizona kicks off the edge of the screen, launching back at the stunned foe with a drop kick that deals another 10 damage and launches them!
  241.  
  242. ________________________________________________________
  243.  
  244. Boss Badass from Just Shapes and Beats
  245.  
  246. Traits: Boss is bigger than most characters, and has a bit more HP to compensate for his larger hurtbox.
  247.  
  248. Neutral Air - Long Live the New Fresh
  249.  
  250. •Boss squints as he sprouts a spiny arm; a pink targeting arrow appears on the right or left of him and can be rotated around him with the control stick. Boss stops falling for a little while, but will eventually resume falling regardless of if he's still charging or not. Release Attack to launch the arm as a big projectile! Boss's arm deals 9 damage to foes on contact. Should it hit a solid surface, the arm will burrow into it, then launch back out in the opposite direction after three seconds; be careful, it can hurt Boss on the rebound!
  251.  
  252. Up Air - New Game
  253.  
  254. •A pink warp pipe appears above Boss, and he hops into it, vanishing instantly! Moments later, he reappears higher up and to the right or left, plummeting with a huge grin on his face. Should he hit someone while falling like this, they'll suffer 8 damage! If he hits the ground before his ground pound ends, he'll make a shockwave that explodes out a short way on either side; it too deals 8 damage.
  255.  
  256. Down Air - Annihilate
  257.  
  258. •Boss's eyes widen as a pinkish red centipede bursts out of his underside, slithering down towards the ground quickly. It'll stretch a long ways, and dig into the floor if it touches ground. If the floor is hit, the centipede reels Boss to the ground almost instantly, giving him no endlag, but on a whiff, he suffers a lot of lag as the insect retracts. The entire body of the centipede can hit foes, dealing 7 damage and decent knockback.
  259.  
  260. Ground Attack - Final Boss
  261.  
  262. •Boss's smaller eye twitches wildly as he charges; when the charge is released, he quickly shapeshifts into a three-barreled cannon that aims upwards! Depending on the charge, he fires one to three blasts from all three cannons simultaneously, causing a pink wave to fly a short distance from each barrel. This hits straight up and on the upward diagonals. Each shot deals 5 damage, so the maximum one barrel can do is 15 damage.
  263.  
  264. Super - 'Till It's Over
  265.  
  266. •Boss quickly transforms into his final form, a huge, snakelike, spiky skull thing, then looses an unholy scream, firing off a huge pink laser beam on either side that stretches to either end of the screen! This laser hits for a deadly 16 damage, but barely sends foes anywhere knockback wise.
  267.  
  268. ________________________________________________________
  269.  
  270. Bullet Kin from Enter The Gungeon
  271.  
  272. Traits: None!
  273.  
  274. Neutral Air - Shotgun Kin
  275.  
  276. •With a bit of startup lag, Bullet Kin aims a shotgun to the left or right and fires a spread of 5 very small projectiles! The spread has somewhat limited range, and is wide enough that foes can squeeze between bullets at a certain distance, but will likely get hit by all of them point-blank. Each pellet deals 2 damage and light knockback.
  277.  
  278. Up Air - Rubber Kin
  279.  
  280. •Bullet Kin's body turns purple as it charges up energy! After a moment, it launches off in your choice of direction at high speeds! While in flight, Bullet Kin bounces off foes and walls, dealing 8 damage to any opponent. Bullet Kin stays in this form until it either bounces three times or three seconds pass. Bullet Kin cannot be Pogo'd while in Rubber Kin form.
  281.  
  282. Down Air - Bandana Kin
  283.  
  284. •Whipping out a machinegun, Bullet Kin fires a spread of tiny bullets beneath it for as long as Attack is held! Each bullet only deals 1 damage and a very mild amount of knockback, not even enough to actually flinch people. The spread on this is ridiculous, making accuracy a real problem. The bullet stream slows Bullet Kin's fall, but doesn't propel it upwards.
  285.  
  286. Ground Attack - Minelet
  287.  
  288. •While charging, Bullet Kin dons a sturdy mining helmet! Under this helmet, Bullet Kin takes no damage from being Pogo'd and doesn't contribute to Pogo Combos, but it CAN be hurt by actual attacks. When the charge is released, Bullet Kin fires off a semicircle of bullets above and to its sides! These bullets deal 4 damage apiece, but its difficult to land more than one or two on a foe.
  289.  
  290. Super - Bullet King (In The Lead Throne)
  291.  
  292. •Bullet Kin's body begins coursing with pure Gun energy! It quickly morphs into the Bullet King, complete with his throne of guns, and spins rapidly, firing off a wild barrage of bullets all over the place! However, each individual shot only deals 2 damage... that said, the foe will be hard-pressed to avoid ALL of your bullet hell!
  293.  
  294. ________________________________________________________
  295.  
  296. Quiplasher
  297.  
  298. Traits: As the Quiplasher fights, they gain the audience's votes over time, tracked by a counter below their gems. They can spend votes on some moves to make them more powerful! But be careful: getting knocked around too much will make you lose votes; QL may have up to 15 votes.
  299.  
  300. Neutral Air: Quiplash
  301.  
  302. •With a bit of startup, QL opens their mouth and generates a large speech bubble filled with gibberish on either the left or right! The bubble stays out for a short while before vanishing, and deals 5 damage to any foe that hits it. Landing a hit with this will grant QL some votes, while missing will COST them votes.
  303.  
  304. Up Air: Top Answer
  305.  
  306. •QL is suddenly boosted into the air by a huge number 1! This normally travels a mediocre distance, but by holding Attack, they can spend up to 10 votes to increase the height of their boost! The number 1 is also a hitbox, and is larger with more votes; it deals 9 damage to any foe it touches. If QL has 0 votes, this barely gives them any height and deals no damage to foes.
  307.  
  308. Down Air: Last Place
  309.  
  310. •Frowning, Quiplasher slams down hard, hopefully hitting foes below them. Uniquely, depending on how FEW votes they have, this move gets faster and stronger. At 15 votes, it's slow and deals about 4 damage, while at 0 it's lightning fast and deals 15!
  311.  
  312. Ground Attack: Write Down Your Answer
  313.  
  314. •During the charge, QL pulls out a smartphone and tinkers with it; releasing the charge pops a speech bubble full of gibberish above them, the size and damage determined by the charge! This deals 5-12 damage, and will get QL that many votes if it hits. However, they will LOSE votes on a miss, so be careful!
  315.  
  316. Super: The Last Lash
  317.  
  318. •QL laughs as 8 text boxes appear around their body, each bearing gibberish and a number; depending on which box hits the opponent, they suffer 5-20 damage! The positioning of these boxes is random with each use, but with more votes, the chances of the 20 damage box appearing next to the foe is higher.
  319.  
  320. ________________________________________________________
  321.  
  322. Cuphead
  323.  
  324. Traits: Some of Cuphead's alternate skins turn him into Mugman; they play completely identically!
  325.  
  326. Neutral Air - Parry Slap
  327.  
  328. •Cuphead quickly flips around in midair, palm extended outwards; his body is wreathed in pink energy for the duration of the flip, which isn't very long. Contacting a foe makes a satisfying SMACK sound, bouncing Cuphead upwards and the foe downwards with 5 damage. No matter what part of Cuphead hits the foe, this contributes to a Pogo Combo on hit. Uniquely, Parry Slap can neutralize ANY projectile, bouncing Cuphead up as normal and destroying it!
  329.  
  330. Up Air - Lobber
  331.  
  332. •Pointing a finger up and smirking, Cuphead fires a small purple "water balloon" of sorts upwards! This projectile flies up a short ways before gravity takes hold, dragging it down towards the ground at a quick pace. Upon hitting an opponent, the Lobber shot deals 6 damage and mild knockback. Cuphead can angle the shot left or right by tilting the Control Stick in the desired direction during the short startup. This has pretty low lag, but isn't SUPER spammable.
  333.  
  334. Down Air - Whetstone
  335.  
  336. •In another, slower flipping move (visually distinct from Parry Slap), Cuphead swings a woodcutter's axe below him! This lacks the pink aura and projectile nullification of N-Air, and only hits below Cuphead, but it enjoys a greatly boosted 10 damage and a meaty spike that can kill offstage handily! This is a bit hard to land, though.
  337.  
  338. Ground Attack - EX Shot
  339.  
  340. •While charging, a card appears above Cuphead, cycling between blue and red at a quick pace, slowly decelerating as he charges. Depending on which card is visible when he releases the charge, he fires one of two projectiles! With the blue card, he shoots a large blue projectile similar to Velo's Ground Attack, but fired left or right. It deals 11 damage to foes. If the red card is visible, however, Cuphead jumps as normal, only to release an explosion of red arrows around his body at the apex! 8 arrows are fired, and each one deals 8 damage to foes. It's not too hard to land two of these, but any more is impractical at best and impossible at worst.
  341.  
  342. Super - Super Beam
  343.  
  344. •With the same sound effects as his home game, Cuphead swirls his head around, then points it left or right, firing a huge beam of water (milk? whatever the liquid his head contains is) in the chosen direction! He stops falling if this is used in midair, and the beam stays out for a long time, dealing 15 damage to anyone that touches it.
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