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Paper Mario
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Oracle Link
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Super Star Kirby
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Mega Man X
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    Hold the button to charge into a DIFFUSION MISSILE. Inputting the attack like a smash attack will make the rockets home, but only 
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    uncharged.
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  NEUTRAL B - CHARGE WAVE
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    Charges like Samus' charge beam, but fires 1 - 4 energy waves depending on charge
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  DOWN B - SIPHON
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    Samus strikes with her spiked arm. Close-range, heals Samus if it hits.
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  FINAL SMASH - UNNAMED SUIT
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    The Ice Beam Core-X appears in front of Samus, who absorbs it, upgrading her Fusion suit to the Unnamed suit. She fires off a huge 
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    Ice beam (basically Zero lazer except ice), before reverting to her Fusion Suit.
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  Fusion Suit Samus is a bit lighter than Samus, but also a bit faster and a bit less floaty. Her Ice missiles might freeze, her 
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  Diffusion missile will freeze.
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SPORTY DAISY In Motherfucking Spats Holy Shit!
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  UP B - FLOWERBED RETURN
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    Daisy is carried diagonally up by a bed of flowers that somehow grows in midair. Can be cancelled early.
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  SIDE B - TORPEDO STRIKE
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    A football (soccer ball) appears at Daisy's feet, and she draws her foot backwards. A Super Strike Meter straight out of Super 
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    Mario Strikers appears, with the same mechanic. (https://www.mariowiki.com/Super_Strike) If the needle lands in dark green, the 
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    shot goes straight and is very powerful. If the needle lands in light green, the shot is a little weaker. If the needle lands in 
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    black, the shot is a simple lob shot.
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  NEUTRAL B - WONDER FLOWER SERVE
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    Daisy throws a tennis ball up and readies a large tennis racket with petals. Hitting the button again will make her swing. Too 
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    early or late, and she'll miss the ball. When it does his, the trajectory and speed is controlled by the exact timing.
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  DOWN B - DRIVE
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    A golf ball appears at Daisy's feet, and she pulls out a golf club. A yellow bar appears, straight out of Mario Golf World Tour. 
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    The closer to full the bar is when the button is pressed again, the higher and farther the ball will fly, and the harder it will 
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    hit. The ball glows brightly, to make it more visible.
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  FINAL SMASH - CRYSTAL SMASH PUNCH
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    Daisy kicks a football (soccer ball) up, and jumps after it in a cinematic, in which she executes her Mega Strike from Super Mario 
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    Strikers Charged. The ball flies diagonally down at extreme speed, through any walls, dealing extreme damage to anyone it hits. 
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    Daisy then drops back down and causes crystals to erupt where she lands for a second strike, though not as powerful.
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  Sporty Daisy is, well, a sporter, and brings the technique with her. Precise controler over the timing of her special is beneficial, 
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  as sometimes a "non-perfect" execution is desirable.
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MII Joins The Party!
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  Outfits changes happen in a puff of smoke, are instantenous, and do not take any frames or cause any startup- or endlag.
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  UP B - BLASTRONAUT
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    The Mii's outfit changes to an astronaut oufit (with accents in their color). From there out, the move works much like R.O.B.'s up 
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    B. The Mii changes back to normal clothes the moment they hit the ground.
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  SIDE B - DELIVERY DUEL
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    A scooter pops up under the Mii (and a helmet matching their color on their head). For a short moment, the player can mash B to rev 
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    the engine, after which the scooter fires forward at a speed relative to the amount of button presses. The player can press any 
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    button to hop off the scooter, but it does more damage with the Mii on it. Hopping off the scooter or ending the ride makes the 
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    helmet disappear, the scooter disappears once it stops moving.
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  NEUTRAL B - CAN POPPER
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    The Mii throws a tin can (in their color) forward, and shoots it with a popgun (and a cowboy hat appears on their head). From then 
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    on, the player can keep pressing B to fire. Each time the can it hit, no matter the distance, it bounces up again. The can explodes 
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    when it hits an enemy, but simply disappears when it hits the ground, which ends the move. The popgun can hit enemies, but it isn't 
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    very strong and it has only one bullet per can-hit. The move can be ended prematurely by pressing any button that isn't B. Ending 
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    the move makes the hat disappear.
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  DOWN B - SPRING TIME
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    A pogo stick in the Mii's color appears underthem, and they bounce up. When they hit the ground or an enemy, B can be pressed again 
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    for a second bounce, higher than the first. This can be done one more time for an even higher bounce. The move does a little damage 
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    going up, but landing on an enemy is the real damage, the more damage the higher it comes from. Mistiming the B press (or landing a 
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    third time) simply makes the Mii land. On the pogo stick, the player has a little air control, but it's very slow.
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  FINAL SMASH - (UN)FRIENDLY FACEOFF
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    The Mii transforms into a super hero (super hero outfit in their color, including cape) and dashes forward. The first enemy hit 
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    receives a super-powered beatdown, ending with a mario-style spin throw diagonally up and away. After this, they transform right 
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    back.
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  Mii actually is here to play games. Minigames. And the goal is hurting your enemies.
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ALOLAN POKÉMON TRAINER Catches Victory!
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  As with the Kantonian Trainer, down B swaps the active pokemon. Again, as with the Kantonian trainer, Switch has i-frames unless spammed. Final Smash is shared amongst them.
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  TOGEDERMARU
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    UP B - WILD CHARGE
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      Togedemaru envelops itself in electricity before firing upwards a distance. Can be angled before release, like Fox/Falco's.
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    SIDE B - DISCHARGE ROLLOUT
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      Like Jigglypuff's, can be charged for more damage, can turn around mid-roll. Unlike Jigglypuff's, the rollout is electrically 
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      charged, meaning it will zap fighters who even come too close to it, though it won't even make them flinch. Pressing B again ends 
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      the rollout in a small burst of electricity.
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    NEUTRAL B - ZING ZAP
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      Togedemaru uncharges electricity all around it, in a medium-large area. Holding the button makes it keep the attack up, but it 
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      will become gradually smaller, until only togedemaru itself has an active hitbox. Not using the move will recharge it, like 
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      Bowse/Charizard's Flamethrower.
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    DOWN B - SWITCH
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      The trainer recalls Togedemaru, and switches it out for Bewear.
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    Togedemaru is the smallest, lighest, and fastest out of the three. Most attacks do electric damage.
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  BEWEAR
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    UP B - TAKE DOWN
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      Bewear jumps straight up high, arms spread wide. before falling back down, with some air control. If it catches an enemy, it will 
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      simply pull them into a bear hug for the remainder of the move, dealing a heavy blow upon landing.
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    SIDE B - THRASH
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      Bewear starts running forward (not very fast), waving its arms in front of it, for a set amount of time (in midair, this is just 
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      a jump forward with arms waving for the same amount of time instead). If it hits an enemy, they are punched a few times. If 
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      Bewear is attacked in this state, it will retaliate viciously instead, which ends the move. Can be dodged out of early.
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    NEUTRAL B - BRUTAL SWING
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      Chargeable by holding the button. A simple strong attack, buries grounded opponents and spikes airborne opponents at high enough 
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      charge.
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    DOWN B - SWITCH
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      The trainer recalls Bewear, and switches it out for Golisopod
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    Bewear is the largest, slowest, and by far most powerful of the three pokemon. It's heavy, and some smash attacks have armor on 
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    them.
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  GOLISOPOD
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    UP B - RAZOR SHELL
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      Golisopod jettisons upwards on a stream of water, continually slicing below it with its claws. The initial hit is the strongest.
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    SIDE B - EMERGENCY EXIT
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      Golisopod dashes away in a panicky fashion, slicing behind it as it does so, and slicing in front of it as the dash ends. The 
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      former of those two hits harder.
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    NEUTRAL B - FIRST IMPRESSION
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      Golidopod dashes forward a short distance and slashed with its claw. Does very heavy damage, but goes on a long cooldown after 
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      that. If the same target is hit during that cooldown (every target has their own personal cooldown), the attack is instead 
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      extremely weak. Hitting another target shortens any active countdowns.
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    DOWN B - TACTICAL RETREAT
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      The trainer recalls Golisopod, and switches it out for Togedemaru.
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    Golisopod is barely smaller than bewear, but its hunched posture makes it appear middling between the other two pokemon in size. It 
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    isn't that heavy, but a very fast-faller, making for a very twitchy, hit-and-run playstyle.
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  FINAL SMASH - NECROZMA - PHOTON GEYSER
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    Whichever Pokémon is active right now is recaller, and replaced with Necrozma (normal forme), which immediately fires off its 
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    signature move: a broad laser of yellow-white light erupts upwards from its position, hitting anyone next to or above Necrozma. 
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    After it dissipates, the laser combes back down for a second strike, this time slightly in front of Necrozma. After this, Necrozma 
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    is immediately switched out for whichever Pokémon was active before.
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  Three for one. Come get some.
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  Three for one. Come get some.
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All of these by Captain Moneybags.