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- Master Shifu
- Standards:
- Jab - a five hit combo, though its basically a 4 hit combo, since the fifth hit literally cannot hit any character in the game due to the fourth hit being the one that deals knockback. The first four hits deal up to 10% damage.
- FTilt - A kick forwards with really terrible reach, you need to be right next to the opponent in order to actually hit with it. Unsafe on hit since it deals zero knockback. 5% damage.
- UTilt - An uppercut with similarly pitiful range. Like the FTilt, it also does not deal knockback, making it unsafe on hit. 4% damage.
- DTilt - Spins around, hits on both sides but also has terrible, terrible range, which is made more noticeable by the exaggerated special effects that don't act as a hitbox and are completely worthless. Also deals basically no knockback, and 4% damage.
- Dash Attack - Does a dash kick that is nearly similar to ftilt in animation, except Shifu dashes across the ground. Deals 8%, and actually deals significant damage, making it Shifu's first worthwhile move.
- Smashes:
- FSmash - Gathers energy and does a double palm strike. Still has ridiculously pitiful range, but at least deals knockback. Deals 8-14% damage, and is at least decently powerful.
- USmash - An uppercut, like the UTilt, but slightly different. Has decent upwards range, at least, but is still terrible when trying to use it directly. Deals 8-15%.
- DSmash - Meditates and does like, a thrust down that creates a cloud of smoke? This attack actually has at all decent range, making it Shifu's best move by far. The SFX here actually do deal damage, unlike every other attack so far. The damage actually changes depending on how close the opponent is! It's like an actual Smash move. Up close deals 12-26% damage jesus christ, while farther away deals 6-12%.
- Aerials:
- NAir - A generic Mario style kick, except its not a sex kick. It's decent, i guess, deals some decent knockback. 7% damage
- FAir - A kick that is almost entire the same animation as the NAir and Shifu's other kick attacks, except this one is pointed slightly upwards. This is also actually decent, considering Shifu's air speed, and it can actually KO. I'm not sure if there are bairs in this game yet, but inputting fair normally deals 10%, while inputting a bair, which has the exact same animation, deals 11%.
- UAir - Does a generic uair flipkick yaaay (but this one is in the OPPOSITE DIRECTION!). It's alright, deals upwards knockback and 12%, At this point i realized Shifu has ridiculous fast falls, and can actually go from an aerial into a fastfall and hit the opponent. I'll have to test if other characters are like this.
- DAir - A downwards kick with some pretty goddamn inexcusable start-up lag. It takes a while for the hitbox to actually come out, so you have to time it well. The attack only deals 4% anyway, so its not worth using. Unless you can get it to hit twice somehow, which seems to happen randomly. also the only reliable way of using dairs, at least for Shifu, is to hold down while you jump, since the slightest tap of down will activate fast fall.
- Grabs:
- Grab/Pummel - his grab is a grab, and his pummel is a pummel. there isn't much to say here lol
- FThrow - Kicks the opponent. Acts as the bthrow as well. Deals 8% damage, and works as a throw, at least. I have a feeling i'm not going to see any characters with decent throws.
- UThrow - Uppercuts the opponent. Again, works well as a grab. both of these moves basically just fling opponents up into the air because they can't do any interesting animations. Deals 7%. There's no dthrow.
- Specials:
- NSpec - This is literally Shulk's Monado Arts, no joke. Holding the special button will make Shifu shuffle through different stances, which affect his stats and such. The only difference is that there's only four compared to Shulk's five. The red stance gives Shifu higher damage to his Smashes with seemingly no real downside. Yellow increases his shield, i think. Blue increases his speed, including attack speed because that's fine. Purple is the weird one out, in that it decreases Shifu's speed, including fall speed. I think all of these effects can literally be caused by items, and the purple one is one you have to inflict on your opponent and not a power-up. I dunno.
- The speed boost is blatantly the best one, consider Shifu is already incredibly fast. Getting a full charged DSmash out in half the time is a pretty sweet deal for literally no drawbacks. The only downside for the move is that you have to use a different stance the next time you use the attack, meaning you can't just give yourself infinite speed buffs.
- SSpec - Shifu charges up a kick, and then dashes forwards, while kicking. The amount of distance and speed you can get with a fully charged one is impressive, since it can travel almost the entire distance of this game's final destination allegory. The charge only affects distance and speed, as it deals 10% no matter the charge, but i think knockback is affected. Unfortunately, the attack is terrible for recovery because of Shifu's falling speed.
- USpec - Fox Fire but worse. Shifu dashes up in a single direction, without any horizontal movement whatsoever. The game has better built in recoveries via the weird dash dodge mechanic, so i have no idea why this thing is a recovery. You can even dash dodge the frame the move finishes, so its just a weird boost, i guess? Deals 10% damage and doesn't even carry opponents up.
- DSpec - This is literally an infinite jab from smash 4, attached to a special. It works exactly the same. Each hit deals 1%, and you can get opponents locked in for a reasonable amount of time and damage, but its unsafe on hit due to the hit that's supposed to deal knockback never actually hitting the opponent. it seems to only activate when the move has pushed opponents far enough to be just out of its reach.
- Gorilla Soldier
- Standards:
- Jab - Left-right sweep finished with a hand clap. Feels weird and awkward, to be honest. It might be because the animations look a bit weird. Functions decently as a jab, and deals 13% damage.
- FTilt - A hand clap, with a slightly different animation than the one in the jab. Pretty heavy, and can KO decently? The game's percentage mechanic is fucked though, but a standard that can deal knockback is a rarity in this game. Deals 6%.
- UTilt - Slaps upwards in an almost exact copy of DK's UTilt, except this one is considerably worse. If you're attempting to hit a grounded opponent, Gorilla Soldier is completely unable to... but only if you're facing the opponent. If you have your back to them, THEN the hitbox does anything. Obviously better at hitting things in the air, but still garbage. Deals 4% damage and no knockback, so not worth using anyway.
- DTilt - Sweeps at the ground. Has really bad range, but is also fast, which could potentially make it good at shield damage. Deals 3%.
- Dash Attack - A generic shoulder charge attack. Causes Gorilla Soldier to lose all of his momentum the moment it ends, resulting in bad lag. Deals 6%, and can actually KO.
- Smashes:
- FSmash - Its Giant Punch but attached to a Smash, and also you can only charge it like a smash, but its the same animation basically. Has decent range, deals 7-14%. Has a weird bit of endlag where Gorilla Soldier just kind of spazzes out, and is just long enough to get in the way of whiffs. I guess it's reasonably decent for a Smash, but definitely isn't interesting.
- USmash - Does a double punch upwards. Like the Utilt, this is really hard to actually make hit the opponent, and probably has something to do with the models. On some characters, using it will only hit some of the time, though it hits more reliably when you're facing away, because of course. Deals 8-15% damage, and is good at KOing.
- DSmash - Gorilla Soldier's arms start to glow, and then he kind of spins around a bit? It might be meant to be a ground sweep or a lariat, but it looks weird. Hits on both sides, thankfully, but also seems to be the weakest of the Smashes. Deals 6-12% damage.
- Aerials
- NAir - Spins around, like how Samus does after using the Screw Attack, and turns into a hitbox. I'd say its decent for an NAir, but it deals no knockback, making it very unsafe on hit. Deals 6% damage.
- FAir - Other than NAir, Gorilla Soldier has a really decent set of aerials on him. The first one is another hand clap, this time with some added start-up lag. It's a heavy hitter that can KO well and deals 8% damage.
- UAir - This thing is a beast. Gorilla Soldier performs another hand clap, this time facing the screen and clapping directly above him. This is notable in being one of the few uairs in the game that isn't a goddamn flipkick. Anyway, this thing deals 9% damage, and can KO really easily from mid-range perfects at anywhere above the top half of the stage.
- DAir - This is objectively one of the best aerials in the game. It's a Warlord style stall then fall, something incredibly bizarre to see in an actual game. It has a bit of start-up lag, but travels fast, and deals insane amounts of damage. Like, to incomprehensible degrees. Due to how the hitbox works, something i'm sure is completely unintentional, it hits twice if you manage to hit the opponent at all with Gorilla's body. You can hit from the side to cause 8% damage, since it has a wide hitbox, but a direct hit will cause 17% damage. This thing KOs at ridiculously low percents too, even when the opponent has mid-tier percentages. The only problems is that it is a stall then fall, meaning that you lose control, and that there's some endlag. Opponents will be flying if you manage to hit it, so no big deal.
- Grabs:
- Grab/Pummel - Gorilla Soldier actually has a decent grab because he has large arms, something not a lot of characters in this game have. Apparently pummels in this game work as three hit combos, and you just automatically throw the opponent away if you hit too many times. Pummel deals two 3%s, then a 5%.
- FThrow/UThrow - There really isn't much reason to talk about these, since they function exactly the same way, just with different animations and damage outputs. FThrow deals 7%, UThrow deals 6%. Both just throw them in their respective direction, not much else to say.
- Specials
- NSpec - This is ridiculous. The only thing this move does is make Gorilla Soldier pound at his chest, which somehow makes his super meter go up. This fucking stupid generic grunt gets this kind of attack, and it practically makes him OP. A single use charges up a decent amount, and it doesn't even take that long to do. If you were to space it out and use it at the best times, you'd potentially be able to have one super per the opponent's stock. It's ridiculous.
- SSpec - The rest of his specials suck though! SSpec is the least bad, and it has him throwing a cannonball in a forwards falling arc as a really basic projectile. It does have some considerable range too, so that makes it decent for a projectile... but weak compared to some other projectiles in the game. Deals 6% damage, not especially spammable.
- USpec - This one is just laughable. He performs an upwards, flying kick with both of his tiny gorilla legs. It's a pathetic recovery too, something shared by a lot of the characters, only this might be worse than any of them. It's easier to hit with than either of Gorilla's other upwards attacks, but you can't use it to knock someone into the air because it shifts you into prone. Deals 7% damage.
- DSpec - This is an exact clone of the SSpec, but instead he throws a cannonball downwards. It has the exact same damage output as well. The weird thing is that this might be more useful than the SSpec, because, due to Gorilla's great aerial attacks, you'll most likely be spending a lot of time in the air with him. It moves fast and has technically infinite range, but the knockback is a bit wonky.
- Final Smash - Donkey Konga but without the timing. You just have to mash the circle button until the force field surrounding Gorilla gets as large as you can make it, which for me is more than a third of the game's final destination. That means it covers a lot of area, but at least it isn't completely broken, especially considering the NSpec.
- Tai Lung
- Standards:
- Jab - Left punch, right punch, double handed/pawed punch. Really simple jab, it works decently. Deals 15% damage if all three connect, and has alright knockback.
- FTilt - Palm thrust with very little range, and is too slow to be useful in any way. Deals 5% damage, and like every other standard in the game, deals no knockback.
- UTilt - Fairly fast uppercut. Deals 6% damage, so it could be an at all decent damage racker, but still doesn't deal any knockback. Tai Lung uppercutting a guy in the face does no knockback.
- DTilt - Sweeping kick attack. Deals 6% damage as well, but is hilariously spammable. There's no ending lag, so you can hit the opponent before they even come out of their incredibly small amount of hitstun.
- Dash Attack - Dashing punch. Has good reach thanks to it being a dash, actually deals knockback, though it isn't that great, and 8% damage. Usable.
- Smashes:
- FSmash - Double punch, but this time he tilts over to his side a bit? Has decent reach and is fairly fast. Overall a usable smash that can be used for reliable KOing. Deals 9-18%.
- USmash - Flip kick. Has pretty bad starting lag, but still good at KOing. Deals 8-16% damage.
- DSmash - Kicks twice, first in front of himself, and then behind himself. Pretty decently fast, but the range, especially on the second kick, is absolutely terrible. Both kicks deal the same damage, 8-16%.
- Aerials:
- NAir - One of Tai Lung's best moves, he performs a mid-air kick. This is one of the only attacks in the game without any sort of animation, instead having a choppy Brawl!Wario-esque cut to the frame of him kicking. Despite this looking terrible, this makes it incredibly fast and as such is very usable. Deals 8% damage, that sure is a number popping up.
- FAir - This is probably Tai Lung's worst move! it has an absolutely horrendous amount of start-up lag, and requires an incredibly specific timing in order to use it from the ground. Hell, you probably won't use it from the air, since the starting lag is so bad and the attack itself is so quick and the attack hits so low that its practically impossible. A completely unusable move. Deals 9%.
- UAir - Flip kick, the most creative of aerials. Like, this is just a mediocre moves. It's usable like MOST aerials in the game, but isn't anything special. Fast, deals good knockback, you know. Deals 9% damage.
- DAir - Another Warlordian stall then fall, behaves the same as Gorilla Soldier's except Tai Lung punches downwards with both fists. Like with Generic Gorilla, due to the hitbox Tai Lung will hit twice with this move, and while it's technically possible to hit only once, it's more likely you'll hit with it twice. By the way, this thing's base damage, or at least the lowest i've managed to get it is 15 goddamn %. Usually it deals 25 FUCKING %. This is a fucking monster of a move, and might be one of the strongest normal moves in the game.
- Grabs - These are basic throws by basically all standards, but their damage is fucking ridiculous. 14 and 15% for the forward and up throws, respectively. Absolutely nightmarish.
- Specials:
- NSpec - Mewtwo's shadow ball, except if it fired a hadouken. The size changes depending on the charge, it's storable, and it has infinite range. It's a pretty usable projectile, all considering. Not spammable, but decent. Deals 8-15% damage depending on the charge. If it's used in the air, the hadouken is fired instantly at it's weakest state, making it far more spammable.
- SSpec - Chargeable flying kick. The distance the kick travels depends on the charge, and it can reach fucking ridiculous levels. It can reach maybe past the reach of Battlefield itself at full charge, it's insane. Not a good recovery move though, since there's a delay at the start, though it can be if timed well. Deals 11% damage, no matter the charge.
- USpec - Generic shoryuken recovery punch. Like almost every recovery in the game, it's incredibly pointless due to the dashing mechanic that every character has. It is a good juggling tool, so that's something at least. Deals 10%.
- DSpec - A counter. If the opponent hits Tai Lung while he's in his stance, he'll use his nerve pinch attack to stun them. This isn't a stun built for the attack, this just instantly puts the opponent into their shield broken state, and lasts for just as long. This gives Tai Lung enough time to actually attack them. It hilarious deals 1% damage, and also it works on po
- Final Smash - Dashes and grabs the nearest opponent, before throwing them up into the air and rapidly attacking them. The game throws up the mash the button indicator, which changes how fast Tai Lung pummels the opponent while he's using the attack. The attack does absolutely nothing if you don't mash, and can drain an opponent's entire health if you do. It doesn't matter anyway since the attack is an instant kill anyways.
- Shen
- Standards
- Jab - A sweep with the bottom of his spear, a downward slash, a ridiculously awkward looking rapid jab, finished with a straight spear jab. First two hits deal 3%, while the rapid jab deals 2% with each hit, and the final hit also deals 2%. For some reason the final hit only activates when the rapid jab has been used enough times, and it has really good launch power despite being so weak.
- FTilt - Smacks with the bottom of his spear, dealing 4%. Like most tilts in the game, deals no knockback making it practically useless.
- UTilt - Sweeps upwards with the back of his spear, dealing 3%. This move is piss because it can't even hit above platforms due to how short Shen is, and you have to be literally hugging your opponent in order for it to hit on th eground. It doesn't do any knockback anyway, so literally worthless.
- DTilt - Smacks forward with his spear, actually using the goddamn blade of it for once. For some reason this attack alternates between 4% and 3% damage, for some reason i cannot fathom. It at least has good range so it might be one of the few standards ever worth using.
- Dash Attack - Jumps up and jabs forward with his spear. Deals 5% damage and like all dash attacks, actually deals knockback. It's fine i guess
- Smashes
- FSmash - Actually uses his spear like a spear, thrusting it forward at a slight upwards angle. Deals 6-14% damage. Has good reach making it mostly just average for a smash.
- USmash - Shen thrusts his spear up, but then like, kind of awkwardly floats upwards to make it have any actual range? It's a really bad animation in a game with a lot of bad animations. At least it can actually hit above platforms. Deals 6-13% damage.
- DSmash - Generic spinning sweep with the spear. It hits both sides at least, and for some reason it pushes Shen forward a bit. Deals 6-11%.
- Aerials
- NAir - Spins his spear around inf ront of him. It has pitiful range, literally just a thin line in front of Shen. It's basically unusable. Deals 7% and for some reason hits decently hard.
- FAir - Spins around horizontally, with his spear stretched out. The attack has decent range to it because its a spear attack, probably Shen's most usable aerial, since it hits hard alongside it. Deals either 10% or 9% with either some nonsense rng or hitbox placement.
- UAir - Swings his staff upwards in like, a single frame. Its incredibly fast, deals 8% damage, and actually does good knockback. Downside is that its hitbox is tiny, overall just mediocre.
- DAir - For some unfathomable reason, Shen's DAir has him spin around, forming a circular hitbox with his spear, comparable to Kirby's NAir. This obviously has good range and the hitbox lasts a while, which is also a problem because that also means its extremely laggy. Deals 9%. I don't know what else to say, its decent but the input placement is absolutely baffling.
- Grabs - FThrow has Shen whack the opponent and deals 11%, UThrow has him "smack the opponent" with his spear, but he doesn't actually ever hit the opponent, they just kind of just... launch. Deals 9%.
- Specials
- NSpec - Basically Sheik's NSpec, with Shen throwing knives, but not as good since you can easily see the projectiles. Kind of misses the entire point of the attack. Shen can store up to five of the knives, each of which deals 1% damage... except the full amount doesn't always deal 5%, it only SOMETIMES does, most of the time only dealing 4%. Yes, somehow one of the knives, and only ONE of them, will miss. I don't know how this happens. The attack is too slow to actually be usable as a projectile, unfortunately.
- SSpec - Jumps up a bit into the air, grabs the end of his spear with his talons, and flies forward a bit. This is too generic to really even be a special, it's just a less powerful version of the Dash Attack that can be used from a standstill. Doesn't help with recovery either since it doesn't move you forward while in the air. It deals 5% and, guess what, no knockback.
- USpec - Shen jumps up and starts spinning upwards like a drill, while throwing knives down below him. This is an okay attack, good recovery... which isn't really needed because Shen has five goddamn jumps. This is a better recovery than some characters with less jumps get. The knives seem to be thrown randomly, but each one deals 1%. The actual drill effect does nothing, despite his spear being involved.
- DSpec - This is just a standard stall then fall. On a special. On the ground, Shen jumps up and then stabs his spear into the ground, its basically the same thing in the air but without the jump. I guess the logic is that Shen is going to be in the air a lot so just put more aerial defensive moves on him but its real tacky. Hitting from the sides will deal 5%, but hitting with the spear dead on will cause a ridiculous amount of damage thanks to the hitboxes on stall then falls being insanely wonky in this game, and hitting twice most of the time. This means its basically a good move.
- Final Smash - Shen leaps off the screen, and summons four cannons on both sides of the screen, alternating in height. This already means that it doesn't cover nearly enough space to be useful, but the cannons also fire completely randomly, meaning there's a high probability of you just not hitting anything at all. Thankfully, the cannonballs that fire deal a ridiculous 35% damage.
- Kai
- Standards
- Jab - Jab left with blade, jab right with blade, then spin around slash. A basic combo with insanely low range. It at least deals knockback. Deals 10% damage in total, incredible.
- FTilt - Side slash with his blade. Bad range, deals 5%.
- UTilt - Sweeps above his head with his blade. It can at least hit above platforms but that's mostly because he's so big. Deals 4%.
- DTilt - Sweeps across the ground with his blade. If you can't tell, these are some very creative attacks for one of the best villains in the series. Actually, this attack has anything to talk about and its not a good thing. The endlag of the attack has Kai doing a very awkward, uh, twitch upwards? when it finishes. This doesn't affect anything gameplay wise but it is such an obvious animation bug.
- Dash Attack - Kai rushes forward with his horns in a pretty standard dash attack, but at the end of the attack he thrusts upwards with his horns, creating another hitbox above him. The two are very clearly meant to link together, but guess what they don't. The upwards hitbox only hits directly above Kai, while the dashing hitbox knocks opponents forward. Dash deals 6%, upwards hitbox deals 6% as well.
- Smashes
- FSmash - Swings his blade forward, like his FTilt but stronger, I guess. Has better(?) range I think, deals 7-13%.
- USmash - Swings his blade upwards, like the UTilt but with a heavier swing i guess. Definitely has better range by at least a bit, and deals 6-12%.
- DSmash - Spins his tail across the ground in a standard sweeping DSmash. Hits on both sides, but is ungodly slow and only deals 6-11%, making it the worst of Kai's smashes.
- Aerials
- NAir - Spins around generically, creating a green energy around him that doesn't actually represent anything other than looking cool? Its fine I guess, deals 5%.
- FAir - After almost the entire set, Kai finally actually uses his blade on a chain in a way that, you know, it should actually be used, flinging it forward as a distended hitbox. Has good range, is fast, and deals 8%.
- UAir - Kai performs a hilariously wimpy headbutt upwards, with barely any animation. It deals 8% and is fast, so it has that going for it, but its range is absolutely pathetic.
- DAir - Kai swings his blade downward, like straight downward. It looks really dinky, but guess what this game's engine is bad so it can consistently deal TWO HITS to the opponent if it hits! This chops down 20% with each use, making it incredibly worth using, and probably one of Kai's only worthwhile attacks.
- Grabs - FThrow is a "headbutt" where Kai just awkwardly smacks the opponent with his forehead, dealing 9%. UThrow is a headbutt upwards that deals 8% and looks even worse than the FThrow.
- Specials
- NSpec - Kai throws his blade on a chain forward, obviously this had to be relegated to a special rather than any other grounded input. It deals a fucking pathetic 4% with zero knockback, and has a stupid amount of endlag. It's technically safe on hit due to its range but why the fuck would you EVER use this
- SSpec - Kai throws both his blades upwards at a diagonal angle, also very clearly a special and not anything else. This is just objectively better than the NSpec because it deals 9% damage and actually deals knockback. The only downside is the fucking awkward angle and input placement.
- USpec - Spins around with his blades at both sides, launching himself upwards. This is the only one of Kai's specials that actually feels like a special, but its still super goddamn generic. It deals 8% with mediocre knockback, but holy shit is this thing a good recovery. Out of all the characters I've seen so far, it might be one of the best.
- DSpec - Kai hops up a bit, and then slams both his blades down into the ground in front of him. This is another generic stall then fall on DSpec. Unlike some others, though, this actually has a defined range, with both the blades and Kai acting as the hitbox. I think it deals 8%, but its hard to tell if there's any other damage variation because this move can also deal two hits if used right.
- Final Smash - Kai throws his blades forward, and if the blades hit the opponent, Kai will steal their chi and put it into his little green bottle, killing them instantly no matter the percent. I'm 90% sure this is the reason why Kai is as bad as he is, like how Wario is just bad all around to balance fully charged waft. You can't turn the meter off in this game, so there's literally no reason not to use this, AND it has massive range.
- Just to note, I wouldn't be shocked if I was the only person on earth who bought any of the dlc
- Jombie Porcupine
- Standards
- Jab - Swing with his bow, another swing with his bow, then a jab with his spine. This is a fast attack, and deals 8% in total, making it fine... except it deals zero knockback, making it worthless!!!!!
- FTilt - Swings with his bow, except this isn't fast and only deals 8% with no knockback, so also worthless.
- UTilt - Swings above himself with his spine. This doesn't even reach past his spines, and is barely noticeable as an attack, not even having the absurd amount of VFX that every other attack does. It's slow and only deals 3% with, surprise, no knockback. It's probably the worst move in Porcupine's kit, which is fucking saying something.
- DTilt - Jabs forward with his spin. Too slow to matter, only deals 4% and no knockback.
- Dash Attack - Porcupine spins forward, increasing his seriously abysmal ground speed for a brief, glorious moment. It only deals 4% and is still horrendously slow, but it at least deals SOME knockback.
- Smashes
- FSmash - Porcupine jabs forward with his spine, and then follows up with a spinning slash with it. This might actually be the worst FSmash I've seen in a Smash clone. It's trying to be like Link's FSmash where pressing the button again will activate a second hit, but there is an interminable delay between the two hits, at least half a second before the animation even starts. The first hit deals no knockback, meaning you'll want to hit with the second hit, but the hitstun of the first hit ends well before the second hit's animation even begins. It only deals 7-14%, and at least has good knockback, but its basically unusable.
- USmash - Porcupine falls to the ground, and then springs up, attacking with his spines. This is actually Porcupine's FIRST USABLE ATTACK! It comes out fast, deals high knockback, and deals 8-14%. It accurately hits on either side, and the knockback is even stronger than on FSmash, so this is jst objectively a better move!
- DSmash - Porcupine spins around on his side, hitting both sides of him with a hitbox that is actually far larger than it looks. This is also fine, being fast to come out, but it only deals 5-9%, making it very weak for a smash.
- Aerials
- NAir - Spins around in the air, copying his dash attack animation exactly. Its fine, deals good knockback and 8% damage. It's usable!
- FAir - Slashes forward with his spine. Has pitiful range, but does 9% and is fairly fast.
- UAir - Jabs his spine upwards, again with basically no animation. This attack also has pitiful range, but somehow its still incredibly slow despite it having no animation. This is because the actual hit of the attack straight up doesn't register until well after the initial connection. I have no fucking clue how something like this happens, but it does. It at least deals 9%.
- DAir - Jabs DOWNWARDS with his spine, truly exciting stuff. This move is actually different because it has an animation connected to it, which also means its slower than the UAir. It doesn't have any weird bullshit going on, but still deals 9%.
- Grabs - FThrow has Porcupine turn around, leaving the opponent floating in mid air, and then stabs them with his spines, dealing 10%. UThrow does a stupid headbutt, dealing 9%.
- Specials
- NSpec - Fires his spine with his bow, basic projectile cloned from Link but with way less polish. Has infinite range because of course. Deals 3-5%. It is a perfectly okay projectile, except it deals zero knockback.
- SSpec - Fires three spines out in an arc. Faster than NSpec, also has infinite range, but each spine only deals 2%. This means if you can use it right next to the opponent you can get 6%. Deals zero knockback though
- USpec - Performs the perfect example of a generic spinning recovery. It's mediocre recovery wise and only deals 6%, but it at least deals knockback.
- DSpec - Performs Sonic's Spin Dash, but worse. You just instantly go forward without any way of turning or stopping, meaning its a suicide if you use it near a ledge or edge of a walkoff. It can be charged to increase range, but it only deals 8% damage no matter what, because of course
- Final Smash - Fires a bunch of spines forward, basically Zero Laser except you can't control it once it starts. It deals like 50% and can basically just insta-kill near the top of the stage.
- Baby Po
- Standards
- Jab - Right punch, left punch, rapid jab where the stupid baby... bites? kisses? boops? the opponent, followed by one last bite/whatever. Both punches seem to only deal 0.5%.The rapid jab doesn't seem to do a lot of damage either, and the last hit deals 1%. What a piece of shit move!
- FTilt - A punch forward, deals 3%. Its slow.
- UTilt - Leaps up and punches with both hands. Deals 4% and can hit both sides. Decently fast I guess.
- DTilt - Rolls forward, basically Dedede's DTilt but on a smaller character. Deals 4%, but at least it has decent range because it moves forward, but it deals no knockback so it is blatantly unsafe on hit.
- Dash Attack - Basically Luigi's Dash Attack, rushing forward with three punches and then a headbutt. Deals 5%, because this character isn't allowed to do any good damage. The final hit at least deals 5%.
- Smashes
- FSmash - ... Baby Po spits up on his opponent. Yeah, not a joke there. It has barely any range, and it only deals 4-9%. You literally need to be right next to the opponent to hit, the animation doesn't even match up with where it hits.
- USmash - Jumps up and punches with both hands, like with UTilt but slightly different looking. This also deals 4% damage with no charge and hits from both sides, its basically the same move! Fully charged it deals 8%!
- DSmash - A basic buttstomp attack , actually has decent range to it. Guess what, it also deals 4%, 8% when fully charged. Almost like they were very lazy with this nonsense character.
- Aerials
- NAir - Spins around, his models slightly expanding to show the hitbox. It's like, Wario's NAir, I guess. Deals 5%, making it just pretty decent for this character,
- FAir - Hoo boy. Baby Po pulls out a radish, and then throws it forward as a projectile. The radish has good range, but deals an abysmal 2%, and no knockback, making it basically worthless as a projectile. Even worse is that it has heavy starting lag, meaning it isn't even a spammable projectile. It's still probably like, one of his best moves just because its a projectile without any real drawbacks.
- UAir - Baby Po spits up upwards, because fuck you we got two of these moves! This deals 6%, making it one of Baby Po's actually strongest attacks so far. Its fast and deals good knockback as well. Fucking, guess its alright, just fuck the actual animation.
- DAir - Stall then fall buttstomp attack, basic stuff, but memeworthy when put on a fucking baby. Deals 7%, but like every other stall then fall in the game, you can get a whole lot more out of it since it usually hits twice.
- Grabs - FThrow has Baby Po belly slam the opponent, dealing 5%. UThrow is some kind of upwards kick thing??? That deals 6%. He's a fucking baby.
- Specials
- NSpec - Baby Po pulls out a radish, but instead of throwing it like a normal person would, he eats it like a fucking savage. This heals 14% of his health. It's slow so it isn't insanely spammable, but there are multiple points where health is recovered during the animation, basically meaning that there's no downside to using it most of the time.
- SSpec - Baby Po curls up into a ball and basically just performs the Spin Dash, yet again. Unlike Porcupine, this one is not trash and you can actually control it. Without charging it, it will deal 6%. Charging it will not only increase how long the roll lasts, but it can bump the damage to THIRTY FOUR FUCKING PERCENT. This makes it the single strongest basic attack in the game from what I've seen.
- USpec - Basically Wario's USpec, he kind of just launches upwards nonsensically, spitting up at the end of the attack because of course. It's pathetic recovery wise, and only deals 7%.
- DSpec - Baby Po sits down and starts crying like a baby, making an obnoxious noise as he does so and a large hitbox around him. The hitbox isn't actually as large as it looks. For some reason there's a brief period after FAF where the move can't be used, presumably because the devs thought it was TOO STRONG. It deals 7% and basically just good knockback. I don't know what the point of this is.
- Final Smash - Baby Po seems to go into some kind of dream reality where all the opponents turn into radish. Hitting them with any move in this state will cause them to take some harsh knockback and be snapped out of the radish induced transformation. Fucking stupid.
- Mr. Ping
- Standards
- Jab - A downward swing, side swing, up and down swing, and then a hard whack with his ladle. The third hit there is an infinite jab, and the last hit is the finisher, obviously. First hit deals 1%, second hit deals 1%, third hit seems to deal 0.5%, and the final hit deals 4%. A decent jab, i guess
- FTilt - Forward swing with his ladle, deals 2%. Shit range due to how small Ping is and no knockback, better off just using jab.
- UTilt - Swings his ladle above his head. Actually hits in front, above, AND behind Ping, and due to his small size he can actually hit every character with it. Unfortunately there's no knockback on the attack, and Ping's size also means he can't hit anyone on a platform above him, so it's pretty useless. Deals 2%
- DTilt - Smacks his ladle forward, but at a downward angle. 2% and shit range, again meaning that it's just best to use jab.
- Dash Attack - Falls on hsi fucking face and slides forward. Deals 4% and mediocre knockback. Has good range and is fast, so it should be used over all other standards.
- Smashes
- FSmash - Smacks his ladle forward like a bat. Deals 5-11%, same bad range as his other attacks, but is powerful. Not much to say about that, it's a good smash.
- USmash - Tackily pulls out a bowl of soup/noodles, and then thrusts it upwards. 5-10% and good knockback, making it, again, decent. Also again, thanks to Ping's small size, this attack is actually capable of hitting any other opponent and won't go over tiny opponents.
- DSmash - Alright, here we fuckin go. Ping leaves a bowl of soup on the ground, and then leaps backwards. After this he is completely controllable and the bowl sits there. It's a goddamn mine, if an opponent steps on it then it explodes and deals 5-10%. This is Snake's Brawl DSmash, except with the difference that Ping can detonate the soup bowl (jesus christ) by using the attack again. If the opponent is hit by this detonation, they will take the knockback the move would normally deal, but no damage. This is fucking ridiculous and actually kind of great.
- Aerials
- NAir - Swings his ladle in front of him. Shit range and only deals 3%, but it actually deals knockback so it's much better than any of his standards.
- FAir - Spins around horizontally with his ladle out. Deals 5.5%, knockback and, guess what, doesn't actually hit on either side. Because obviously it doesn't.
- UAir - Swings his ladle upwards, like the UTilt. This is just the UTilt but better because it actually deals knockback AND Ping can hit shit above him with it. Does 5%.
- DAir - Dumps a bowl of soup below him, creating a projectile that falls downwards for a bit. There is a limited range to it, but it lasts for longer than it should. Pretty ridiculously good as an attack. Deals 4%, but because the physics in this game are broken, it can very easily hit multiple times... okay, this time it might actually be intentional, I'm not sure.
- Grabs - FThrow awkwardly has Ping smack the opponent with his ladle, dealing 6%. UThrow is an awkward UPPERCUT with the ladle, dealing 5%.
- Specials
- NSpec - Pulls out a bowl of soup and starts scooping it into his disgusting duck mouth. This heals him rapidly for 1.5% at a stupidly fast rate, meaning that you have no reason to not be using this at every opportunity.
- SSpec - Throws a radish from his ladle as a projectile. It's very small compared to baby Po's aerial radish projectile, and only deals 2% damage. It flies at an arc and seems to basically have infinite range until it hits the ground. Very spammable.
- USpec - Performs Great Aether, but with a spoon. No joke, it's exactly the same, a rising hit where he throws the spoon upwards, and then a downwards hit as he slams the spoon down. This is significantly better an up special for Ping than it is Ike, because Ping has 5 jumps so he doesn't need a recovery, really. It's still insanely stupid. Both hits deal 5%, totaling 10%, with the second hit dealing decent knockback.
- DSpec - On the ground, this attack has Ping pull out a large cauldron and cover himself. I presume it makes him invincible while he's in it. In the air, he does the same thing, but falls fast and acts as a hitbox, because this is just Kirby's Stone attack, but without any of the weight because this game sucks. Deals 5% and heavy knockback, but because of the physics, it can sometimes hit twice. This time is definitely not intentional.
- Final Smash - Pulls out the large cauldron, and then starts stirring it as radishes start to fly in from off screen and into the cauldron. The radishes act as hitboxes that deal 10%, and for some reason the game gives you a prompt to mash the circle button but I'm not sure what it does. It may increase the rate that the radishes fly in? Afterwards, a bunch of healing items are produced, so you know what Final Smash this is ripping off.
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