Monday, September 30, 2019

Super Mario Land

SUPER MARIO LAND

Now, let's move on, shall we? Now I want to start covering the original run of handheld games, meaning Super Mario Land, Super Mario Land 2: 6 Golden Coins, Wario Land: Super Mario Land 3, Wario Land II, Wario Land 3, and Wario Land 4. I expect we'll see a handful of newcomers (Tatanga, Daisy, Wario, and Captain Syrup are my pre-guesses), though definitely not as many as before, and certainly not as many that will be revised this time around.

Super Mario Land was the first ever 2D handheld Mario platformer, and one of the first games for the Game Boy system. This first game was held back a little by the limitations of its time, something more than made up for with the sequel. At its core it only has three main characters, being Mario, Tatanga the new villain, and Princess Daisy, our stand-in for Princess Peach.

Mario functions much as he does in most 2D platformers, running and jumping being his basic abilities. He can gain an ability called the Super Ball, which is functionally the fire flower, except that the projectiles like to bounce around the screen more. He is also able to pilot a submarine, from which he can fire lasers, and fly a plane, from which he can fire Super Balls. Daisy, on the other hand, is mostly a living goalpost much like Peach, Pauline, and Toad before her. She could function as an echo of Peach as she is right now, but on the other hand, she could also be a reference character for this game, much like Pauline. After all, the Super Balls, submarine, and plane do offer up some possibilities.

Tatanga is our main villain, an alien from outer space seeking to conquer Daisy's kingdom, and may be working for Wario (see next game). His boss battle in this game mostly consists of him piloting a one-man craft from which he will fire three massive energy balls that spread out in a fan shape. He doesn't give me much, but his boss battle in the second game and the possibility of references may give him plenty to work with.

As far as returning enemies go, we only have four. Goombas return, functioning the same as most of their appearances. Koopas kind of return, though with a live bomb for a shell that will explode if they're ever stepped on (so I guess someone crossbred them with a Bob-Omb?). Piranha Plants return, acting more or less the same. Finally, instead of Bullet Bills, we now have Bullet Biffs. There's really not much difference.

I chose to cover the returning enemies first, as basically all new enemies and bosses are unique to their specific stage, so I thought I'd cover all that in one fell swoop. We start off with the Birabuto Kingdom, a desert-themed stage based on Egypt. The boss of the stage is King Totomesu, a giant fire-breathing sphinx and a larger version of the smaller Gao enemies, who also mostly spit fire. The stage is also home to Flies, who bounce forward, and Bunbuns, who fly overhead and drop spears.

The next stage is the Muda Kingdom, a water stage more or less themed after Atlantis. The boss of the stage is Dragonzamasu, a giant fire-breathing sea horse and larger version of the smaller Yurarin, who do mostly the same. Other enemies include skeletal fish named Honen, regular fish named Torion, an octopus that turns into fireballs when killed named Gunion, and Mekabon, a robot that throws its head at you.

The third stage is the Easton Kingdom, based on Easter Island. The boss is Hiyoihoi, a giant Easter Island head that throws rocks (called Ganchan, because rocks need names) at you, and is a larger version of the Batadon, E.I. heads that can fly, and the Tokotoko, E.I. heads that run around. Finally, the stage also plays home to the Suu and the Kumo, two spiders, one that drops from above, one that bounces around.

Then finally, we have the Chai Kingdom, which is based on China. That's about it. It does move out into the sky eventually, but yeah, that's about it. Tatanga is the boss, but you're fought just beforehand by Biokinton, a giant cloud that births Chickens, which apparently fly forward at you instead of just falling to their deaths as any real chicken would. Other enemies include the Pionpi, bouncing zombies dressed in traditional Chinese tunics, Nyololin, snakes that spit fire, Pompon Flowers, somewhere between a Volcano Flower and a Ptooie from previous games, and Roketons, enemy planes that fire Bullet Biffs back at you.

Finally for our items, we of course have the Super Ball Flower and that's mostly it.

Let's see what we've got:

Characters:
Mario: run, jump, super balls, submarine, plane
Tatanga: fly ship, three energy balls
Daisy: not much, unless reference character
Koopa: explode
Goomba: walk forward
Piranha Plant: bite

Bosses:
King Totomesu
Dragonzamasu
Hiyoihoi
Biokinton

Stages:
Birabuto Kingdom
Muda Kingdom
Easton Kingdom
Chai Kingdom

Items:
Super Ball Flower

Thanks for reading! Next time, we'll cover my personal childhood: Super Mario Land 2!

Saturday, September 28, 2019

Super Smash Bros. Roster, Updated

SUPER SMASH BROS. UNIVERSE

1. Mario
2. Luigi
3. Pauline
4. Princess Peach
5. Toad
5e. Toadette
6. Yoshi
7. Bowser
8. Koopa Troopa
8e. Dry Bones
9. Shy Guy
10. Goomba
11. Piranha Plant
12. Boo
12e. King Boo
13. Lakitu & Spinies
14. Hammer Bro
15. Chargin' Chuck
16. Magikoopa
17. Donkey Kong
18. Donkey Kong Jr.
19. Stanley the Bugman
20. The Koopalings
21. Wart
22. Boom Boom
23. Birdo
24. F.L.U.D.D. Mario
25. Rosalina & Luma
26. Cappy
27. Bowser Jr.
28. Shadow Mario
29. Pianta
30. Blooper
31. Monty Mole
32. Honeybee
33. Petey Piranha
34. The Broodals

*Any character with a first or second revision was moved up in the roster.

Character Sheet: The Broodals (Main 3D Games)

THE BROODALS

Now, let's move on to all newcomers to the roster, either by being introduced in these last five games, or by finally gaining enough source material to be upgraded to the status of playable character. In the end, my count is thirteen new characters, two of whom are echo fighters.

8e. Toadette
17e. King Boo
24. F.L.U.D.D. Mario
25. Rosalina & Luma
26. Cappy
27. Bowser Jr.
28. Shadow Mario
29. Pianta
30. Blooper
31. Monty Mole
32. Honeybee
33. Petey Piranha
34. The Broodals

Finally, we come to the end of our character focus with the Broodals, the stand-ins for the Koopalings appearing in Super Mario Odyssey. Together there are five Broodals, being the four siblings Topper, Hariet, Rango, and Spewart, as well as their boss Madame Brood. Each one can act as a color swap, but just like the Koopalings, none of them individually offer enough to act as their own character.

Each one acts as a boss at various points in the game, with each having a distinct focus to their fighting style. Madame Brood has a pet golden Chain Chomp that she can throw at her enemies, but her enemies can use back at her. Topper comes with a tall stack of hats on top of his head that he can send out spinning, littering the playing field with hazards, or can use them to spin around in a wide circle. Hariet's abilities are centered around bombs, either throwing bombs, slamming enemies with the bombs attached to her pigtails, and flying around inside her hat dropping them. Rango has boomerang hats that he throws out that then come back to him, and can be flipped over to use as springs. He can also tuck inside his hat with his feet sticking out. Spewart seems to be the angry drunk of the group, with a focus around vomiting up toxic goo or tucking inside his hat and leaving a goo trail behind him. The four siblings come together to pilot the Robobrood, an obvious contender for Final Smash.

Here is the moveset I came up with:

Standard B: Spew
The Broodal being played with will vomit forth a puddle of toxic goop that will do damage to anyone crossing it, and will function similarly to all other moves involving toxic goop.

Side B: Hat Stack
The Broodal's hats will stack up just like Topper's, and they will spin around in a wide circle taking out everyone in range.

Up B: Spring Hat
The Broodal will toss out their hat upside down, that will then act as a spring for them and for anyone else who steps on it while it's out.

Down B: Land Mines
The Broodal will pull out one of Hariet's mines and chuck it. The mine will be so heavy it will lodge itself into the stage momentarily before exploding, taking out anyone nearby.

Final Smash: RoboBrood
Basically, all four main Broodals will appear on stage and hop into their RoboBrood mech, which will stomp around and send out its powerful energy and bomb attacks on the stage.

Entrance: The one being played will hop down from their airship.

Taunts: Some of the taunts the actual Broodals use when fighting Mario.

Next up: Let's rearrange our list of characters, just so that we can get our head on straight.

Friday, September 27, 2019

Character Sheet: Petey Piranha (Main 3D Games)

PETEY PIRANHA

Now, let's move on to all newcomers to the roster, either by being introduced in these last five games, or by finally gaining enough source material to be upgraded to the status of playable character. In the end, my count is thirteen new characters, two of whom are echo fighters.

8e. Toadette
17e. King Boo
24. F.L.U.D.D. Mario
25. Rosalina & Luma
26. Cappy
27. Bowser Jr.
28. Shadow Mario
29. Pianta
30. Blooper
31. Monty Mole
32. Honeybee
33. Petey Piranha
34. The Broodals

Next we have Petey Piranha, the boss character introduced in Super Mario Sunshine and has since been featured as a playable character or as a boss in multiple other games (including Super Smash Bros. itself). Although he fits the bill of "giant version of common enemy featured as a boss" just like Goomboss, Gooper Blooper, Big Boo, and many, many others, Petey has much more to offer in terms of moveset that makes him radically different from other Piranha Plants, so I figured he deserved a spot of his own.

Petey is definitely a heavyweight and a bit slow-moving. He can trot around on his stubby legs or fly with the leaves he uses for hands. In Sunshine, he was shown to be able to fly long distance, roar loud enough to stun those around him, spit loads of goop everywhere, cough up giant Piranhabons (basically detached Piranha Plant heads covered in goop), divebomb from above, and create small tornadoes by flapping his leaves. Of course, I suppose I should mention Dino Piranha, Fiery Dino Piranha, and Peewee Piranha, as all were clearly based upon Petey, though mostly they just charge around, Dino and Fiery Dino having club tails that can be used against them. Doesn't give much, but I guess it's still worth noting. Let's see what we've got.

Here is the moveset I came up with:

Standard B: Piranhabon
Petey will cough up a Piranhabon that will roll across the stage, flattening opponents and leaving behind a trail of toxic goop that damages those in contact with it.

Side B: Tornado
Petey will flap one of his leaves hard enough to create a small cyclone that will float forward and send opponents spinning up into the air.

Up B: Fly
I thought this one should be obvious. Petey flaps his giant leaves hard enough to lift himself high into the air. This move isn't as fast as many other Up B moves, but it can still carry some distance.

Down B: Divebomb
Petey will flip up into the air and come down in a diagonal trajectory, crushing any opponent caught underneath him.

Final Smash: Emissary Cage Match
This is fairly similar to Piranha Plant's current Final Smash, with Petey whipping out a pair of giant cages and catching two opponents inside. He will hop around for a bit before slamming the cages together and sending both opponents flying.

Entrance: He will wake up from a nap.

Taunts: His roar, maybe with a bit of a stunning effect. His belly button poking out and his rolling over on the floor. Napping, maybe.

Next up: Let's tackle Bowser's new minions appearing in Super Mario Odyssey, the Broodals!

Thursday, September 26, 2019

Character Sheet: Honeybee (Main 3D Games)

HONEYBEE

Now, let's move on to all newcomers to the roster, either by being introduced in these last five games, or by finally gaining enough source material to be upgraded to the status of playable character. In the end, my count is thirteen new characters, two of whom are echo fighters.

8e. Toadette
17e. King Boo
24. F.L.U.D.D. Mario
25. Rosalina & Luma
26. Cappy
27. Bowser Jr.
28. Shadow Mario
29. Pianta
30. Blooper
31. Monty Mole
32. Honeybee
33. Petey Piranha
34. The Broodals

This one feels a bit like Chargin' Chuck, being a relatively minor character in the grand scheme of the Mario franchise, however offering up just enough to work with that I couldn't say no. Honeybees appear as major NPCs in both Super Mario Galaxy games, appearing with a Queen who was later included in Mario Kart 7. One of the major contributing factors to their inclusion was the Bee Mushroom, which allowed Mario to do many things that they themselves could do.

Honeybees obviously are floaty and quick characters who are really good at sticking to walls. They carry spears which can be used as weapons. They also have stingers with which Bee Mario could butt-bash, which means they could do so as well. They are seen frequently carrying around buckets full of honey, and can stick to patches of honey wherever it lies. They can fly with their wings, but are also much more adept with flowers than Mario, being able to use flowers as platforms that he himself couldn't. So, now that we've got all that covered, let's see what we've got.

Here is the moveset I came up with:

Standard B: Bucket of Honey
The Honeybee pulls out a bucket full of honey and splatters it on the ground. Other opponents will be slowed and stuck when crossing the honey, but the Honeybee will have full range of motion. Likewise, if the honey is splattered on a wall or ceiling, Honeybee will also have a full range of motion to climb around on it.

Side B: Spear
Although never seen in use in game, the Honeybee will use his spear, thrusting it forward to do damage as a close-to-mid range melee attack.

Up B: Floaty Fluff
Although not one of the flowers specific to Mario's Bee Suit, the move still serves to illustrate the relationship between the Bees and the Flowers. The Honeybee will grab onto the stem of a Floaty Fluff and spin it to float upward.

Down B: Butt Bash
The Honeybee will jump up, point his stinger straight down, and crash down on top of anything beneath him. It's possible the star-shaped bullseye that appears on various blocks and Mandibugs that the move is used on throughout the game, but the result is the same.

Final Smash: Honey Queen
Basically, the giant queen of the Honeybees will drop from above and . . . sit on the stage, crushing all underneath her. She might wiggle a little as if uncomfortable, referencing Mario's mission of collecting star pieces off of her, before fluttering off.

Entrance: The Honeybee will spin onto the stage from a long flowering vine.

Taunts: Definitely buzzing around, and making some of the movements made when taking to Mario. Maybe holding up a Bee Mushroom.

Next up: Let's cover Petey Piranha, the giant Piranha Plant boss seen in games such as Super Mario Sunshine.

Wednesday, September 25, 2019

Character Sheet: Monty Mole (Main 3D Games)

MONTY MOLE

Now, let's move on to all newcomers to the roster, either by being introduced in these last five games, or by finally gaining enough source material to be upgraded to the status of playable character. In the end, my count is thirteen new characters, two of whom are echo fighters.

8e. Toadette
17e. King Boo
24. F.L.U.D.D. Mario
25. Rosalina & Luma
26. Cappy
27. Bowser Jr.
28. Shadow Mario
29. Pianta
30. Blooper
31. Monty Mole
32. Honeybee
33. Petey Piranha
34. The Broodals

Today, let's check out another common enemy of the Mario series who wasn't included in the previous run of characters, but has since earned himself a place among the fighters, that being Monty Mole, large furry mole known for popping out of the ground and throwing rocks at Mario. Monty appeared previously in Super Mario World, and has now appeared in Super Mario 64, Super Mario Sunshine, and Super Mario Galaxy 1 and 2. There are a couple of offshoots to mention as well, being Rocky Wrenches and Undergrunts, but I struggle to know what exactly the difference is, as all three seem to do the same job at different points in time.

Monty Mole would be a heavyweight but rather quick for his size. He will probably drive around in a tank, considering most of his tank appearances are where a lot of his moves will come from. This is also a bit of a sneak way for Bob-Ombs and Bullet Bills to be included as playable characters, as neither offer up much to work with otherwise. Obviously, in many games, he is known for popping out of the ground and throwing rocks (or out of manholes and throwing wrenches, as done by Rocky in SMB3 and by Monty in the Galaxy games (see?)). He is shown to be able to drive a tank from which he can throw Bob-Ombs just like his rocks and fire Bullet Bills from a turret. He is also known to have a unique move where he pops straight up into the air, rather than just out a bit to throw something. An Undergrunt also pilots a tank-like vehicle (see?) in the Galaxy games, firing bubbles from it. They also burrow around underground quite a bit in those games.

Here is the moveset I came up with:

Standard B: Bob-Omb
This one pays homage to Monty and Rocky's standard attack of throwing rocks or wrenches, but he will specifically throw out a Bob-Omb, allowing Bob-Ombs to be represented as a character as well. (Though I suppose its possible he could randomly throw out rocks, wrenches, and Bob-Ombs, similar to how King Dedede's Standard B worked originally)

Side B: Bullet Bill
Monty points his cannon turret straight forward and fires off a Bullet Bill that flies forward and targets opponents. This allows Bullet Bill to be represented as well.

Up B: Pop Up
This one is based on Monty's move of popping out of the ground and leaping straight up into the air as seen in World, 64, and the Mario Kart games. It's possible his tank will self-destruct as he does this, similar to Bowser Jr.'s, or simply stay or fall where it is. Either way.

Down B: Tuck In
Monty will tuck down inside of his tank, protecting him from harm. The tank's cover will be resting on top of his head, flat just like the manhole covers on top of Rocky Wrenches.

Final Smash: Monty Tank
I rather like the boss fight in New Super Mario Bros. wherein you fight a three-tiered tank that moves back and forth with swiveling turrets firing off projectiles in every direction. This move would mirror that, with Monty's Tank gaining turrets and then wreaking mayhem across the stage.

Entrance: Burrow out of the ground, I think.

Taunts: Crouch down inside the tank and glance around. Maybe make his little squeak noise.

Next up: The Honeybees from the Galaxy games. You know, the ones with the giant queen who got into Mario Kart 7 somehow . . . You'll see.

Tuesday, September 24, 2019

Character Sheet: Blooper (Main 3D Games)

BLOOPER

Now, let's move on to all newcomers to the roster, either by being introduced in these last five games, or by finally gaining enough source material to be upgraded to the status of playable character. In the end, my count is thirteen new characters, two of whom are echo fighters.

8e. Toadette
17e. King Boo
24. F.L.U.D.D. Mario
25. Rosalina & Luma
26. Cappy
27. Bowser Jr.
28. Shadow Mario
29. Pianta
30. Blooper
31. Monty Mole
32. Honeybee
33. Petey Piranha
34. The Broodals

Today, let's cover the Blooper, the squid-based enemy who frequented Super Mario Bros., Super Mario Bros.: The Lost Levels, and Super Mario Bros. 3. However, they did not make the cut when characters were chosen for that game, simply because they really mostly just floated around in those games. However, the Blooper can thank its inclusion today almost entirely to their appearance in Super Mario Sunshine, including the boss Gooper Blooper, without which they would have nothing to work off of, including their appearances in the Galaxy games, which went back to their classical appearances.

In Super Mario Sunshine, the Bloopers themselves have newer designs that allow them to crawl around on the ground, though their floating abilities might be worked into the moveset as well. Mario uses a more classical version of them to surf around at high speeds. They can also spit ink, which seems to be tied to the paint used by Bowser Jr. Gooper Blooper can likewise spray ink, including a move where he jumps into the air and sprays the ink in a wide circle, and can slap his tentacles down hard, making them stick to the ground. I think this gives us plenty to work with.

Here is the moveset I came up with:

Standard B: Ink
The Blooper charges up and spits a high-powered shot of ink that acts as a projectile, but also leaves a splatter of ink on the ground that then acts much like Inkling's or Shadow Mario's ink.

Side B: Surf
This one acts as a bit of a combination between the Inkling's dash and Squirtle's side B. The Gooper will flatten out like the ones Mario would surf on in Sunshine and jet forward, a wave of water carrying him forward.

Up B: Inkjet
This is almost an exact recreation of Inkling's up B, with the Blooper taking up its classical look and jetting straight up into the air, a spray of ink spraying out from beneath him.

Down B: Tentacle Slap
The Blooper will slap a long tentacle down hard, doing heavy damage to any opponent it hits and sticking to them. However, if the hit misses, it will leave Blooper vulnerable as the tentacle will be stuck for a short time.

Final Smash: Gooper Blooper
Of course, you have to go with the boss on this one. Gooper Blooper will appear, but almost more in his Paper Mario: The Thousand Year Door appearance, looming in the background as his tentacles wreak havoc on stage.

Entrance: Maybe float onto the stage, referencing how they can fly in The Lost Levels.

Taunts: Ink a little the way they do in Mario Kart. Wave a tentacle around. Float upward in the same animation from the original games.

Next up: Monty Mole, who also got an upgrade this time around.

Monday, September 23, 2019

Character Sheet: Pianta (Main 3D Games)

PIANTA

Now, let's move on to all newcomers to the roster, either by being introduced in these last five games, or by finally gaining enough source material to be upgraded to the status of playable character. In the end, my count is thirteen new characters, two of whom are echo fighters.

8e. Toadette
17e. King Boo
24. F.L.U.D.D. Mario
25. Rosalina & Luma
26. Cappy
27. Bowser Jr.
28. Shadow Mario
29. Pianta
30. Blooper
31. Monty Mole
32. Honeybee
33. Petey Piranha
34. The Broodals

Next up is Pianta, the local population of Isle Delfino and the most prominent NPCs in Super Mario Sunshine. They make a reappearance in Super Mario Galaxy 2 as residents of the beach-themed levels. I originally was not going to include the Piantas, as they didn't really seem to do much on first glance, however, upon further consideration of what little they are seen doing, and a few things unique to Sunshine than can easily be applied to them, making them a semi-reference character, I figured they were actually quite suited to being playable characters.

Here is the moveset I came up with:

Standard B: Fruit Juice
This one is primarily borrowed from Yoshi's unique move in this game, which is to spray a stream of juice from his mouth upon eating a fruit. As the move is likely to eventually be replaced in Yoshi's moveset (he has other abilities far more iconic), it seems fitting for the Pianta to take it up.

Side B: Watermelon
This move comes from the notorious sidequest in Super Mario Sunshine involving Mario rolling a giant watermelon a long distance. Basically, the Pianta will roll the giant watermelon which will then barrel through opponents before eventually splattering.

Up B: Chuckya
This is one of the few abilities actually demonstrated by the Piantas themselves. A second Pianta will appear on stage, grabbing the player Pianta and chucking them as hard as they can in the direction indicated.

Down B: Noki
The Pianta will toss out a Noki shell, which will spin and do damage to those around it. This doubles as representation for the Piantas' fellow island inhabitants, who unfortunately did not offer up enough to base a moveset on.

Final Smash: Shine Sprites
This one is the same as F.L.U.D.D. Mario's final smash, with the Pianta holding a giant Shine above his head as it glows and a bunch of smaller Shines circle around it.

Entrance: Maybe their animation when they're freed from the paint goop and shake themselves off?

Taunts: Definitely a hula dance. Maybe their angry animation too. And of course, their mumbling noise must be included as well.

Next up: The Blooper, who can thank Sunshine for its upgrade to playable.

Saturday, September 21, 2019

Character Sheet: Shadow Mario (Main 3D Games)

SHADOW MARIO

Now, let's move on to all newcomers to the roster, either by being introduced in these last five games, or by finally gaining enough source material to be upgraded to the status of playable character. In the end, my count is thirteen new characters, two of whom are echo fighters.

8e. Toadette
17e. King Boo
24. F.L.U.D.D. Mario
25. Rosalina & Luma
26. Cappy
27. Bowser Jr.
28. Shadow Mario
29. Pianta
30. Blooper
31. Monty Mole
32. Honeybee
33. Petey Piranha
34. The Broodals

Shadow Mario is the alter ego of Bowser Jr. as seen in Super Mario Sunshine, and as far as I recall, no other game else. Shadow Mario functions in story to get Mario blamed for vandalizing the entire island of Delfino, but in gameplay, he primarily appears and runs around an area for a bit with Mario chasing him. He frequently leaves behind a little "M" that damages Mario if he crosses it, and in later races between the two, he will leave behind a trail of fiery paint. He is also shown to be really quick and agile, so that will determine his stats, and he is shown to have a long tongue, though he doesn't use it for anything. From there, just about anything Bowser Jr. can do, he can do.

Here is the moveset I came up with:

Standard B: Tag
Shadow Mario will whip out his paintbrush and graffiti opponent, leaving them with a poison damage effect. If you pause and zoom in, you can see he left his "M" artist tag on the player's body.

Side B: Paint Trail
Shadow Mario skates across the stage leaving behind a trail of fiery paint. This move will function similar to Inkling's Paint Roller, but will be significantly more damaging.

Up B: Warp
Shadow Mario will break apart into tiny particles and teleport, similar to the ways he makes his escape in Shadow Mario, teleporting through paint.

Down B: Transform
Shadow Mario will revert to his form as Bowser Jr., reflecting Bowser Jr.'s own Down B.

Final Smash: Mechabowser
Mechabowser will rise from behind the stage, Shadow Mario on top of it, before it launches an assault on the other players with Bullet Bills and fire breath. This plays out exactly like Bowser Jr.'s final smash.

Entrance: He appears out of a spot of paint, the same way F.L.U.D.D. Mario does.

Taunts: Painting a tag on the screen, or on the ground. His weird chuckle.

Next up: Let's cover the Pianta, the peaceful denizens of Isle Delfino.

Friday, September 20, 2019

Character Sheet: Bowser Jr. (Main 3D Games)

BOWSER JR.

Now, let's move on to all newcomers to the roster, either by being introduced in these last five games, or by finally gaining enough source material to be upgraded to the status of playable character. In the end, my count is thirteen new characters, two of whom are echo fighters.

8e. Toadette
17e. King Boo
24. F.L.U.D.D. Mario
25. Rosalina & Luma
26. Cappy
27. Bowser Jr.
28. Shadow Mario
29. Pianta
30. Blooper
31. Monty Mole
32. Honeybee
33. Petey Piranha
34. The Broodals

Now, here's a difficult one, purely due to how the Super Smash Bros. series currently has chosen to present the character, making him part of a package with the Koopalings, as well as making him ride around in a Koopa Klown Kar, effectively making it more of a "Koopa Klown Kar" moveset more than an actual Bowser Jr. moveset. So, what do I do? Do I keep going with that? It was a good idea at the time. I already have a decent moveset for the Koopalings based on their battles outside of a Klown Kar, and we have not yet seen Bowser Jr. or the Koopalings in one. That said, in his appearances throughout Sunshine, Galaxy, and Galaxy 2, Bowser Jr. has appeared in some form of combat vehicle, being his little machine in the Sunshine final battle, his mini-airship in Galaxy, and his big round couch-ship in Galaxy 2, so it's not a bad suggestion to stick Junior in some kind of vehicle. So I think this is what we're going to do: We will have two slots, one being the Koopaling's moveset and representing all battles with them or Bowser Jr. on their feet, and the other representing Bowser Jr. (and the Koopalings) in battles where they use some kind of vehicle (primarily the Klown Kar). As the Koopalings are more regularly on their feet, I will call that slot "Koopalings," and as Bowser Jr. is almost always in a vehicle of some kind, I will call that slot (this one) Bowser Jr. I think that should work out nicely. Will they still be the eight as color swaps in both slots or should I just give Bowser Jr. a full range of colors of his own?

Now that we have that somewhat disentangled, let's dive into his moveset. In Sunshine, he spent most of his time as Shadow Mario, who warranted his own moveset, though they can function as transformations of each other just like Zelda and Sheik, if we wanted to bring that back. He also wields the same paintbrush as Shadow Mario. In Mario's final battle with Bowser, Junior helps him out in his little flying machine, shooting Mario with bullet bills. In Mario Galaxy, he rides around on a mini-airship that fires cannonballs, and he has a few Magikoopas that help him out. He can also control Megaleg, a giant mech that stomps around and fires off bullet bills. In Galaxy 2, he can also attach his couch-ship-thing to Megahammer, a giant robot with giant hammers for fists that can also fire off bullet bills, and the Boomsday Machine, a giant tank/tower that fires off all kinds of energy balls and stuff and can suck in everything around it. I feel like this gives us some to work with. (When they day comes he does use a Klown Kar, I'm sure everything connected to that can be worked in too.)

Here is the moveset I came up with:

Standard B: Bullet Bill
Bowser Jr. fires off a bullet bill from the front cannon of his flying machine. As Bills appear in almost all of his boss battles, this seemed inevitable.

Side B: Giant Hammer
Bowser Jr. produces a giant hammer reminiscent of his boss battle controlling Megahammer and slams it down for heavy damage.

Up B: Eject
Bowser Jr.'s flying machine will start to explode. Junior will eject, launching high into the air while the blast from the machine catches any around it. This is basically his current Up B.

Down B: Transform
Although it can be replaced with the suction capability seen in his Boomsday Machine battle if we don't want them to be connected characters, for now, Bowser Jr. will simply paint himself and turn into Shadow Mario.

Final Smash: Mechabowser
Mechabowser will rise from behind the stage, Bowser Jr. on top of it, before it launches an assault on the other players with Bullet Bills and fire breath.

Entrance: I think he could float down in his flying machine.

Taunts: His famous snicker has to be involved somehow. Maybe hopping out and painting in the air with his paintbrush. His tendency to put his hand over his eyes and look around. So on.

Next up: Let's cover his Sunshine alter ego, Shadow Mario!

Thursday, September 19, 2019

Character Sheet: Cappy (Main 3D Games)

CAPPY

Now, let's move on to all newcomers to the roster, either by being introduced in these last five games, or by finally gaining enough source material to be upgraded to the status of playable character. In the end, my count is thirteen new characters, two of whom are echo fighters.

8e. Toadette
17e. King Boo
24. F.L.U.D.D. Mario
25. Rosalina & Luma
26. Cappy
27. Bowser Jr.
28. Shadow Mario
29. Pianta
30. Blooper
31. Monty Mole
32. Honeybee
33. Petey Piranha
34. The Broodals

Today, let's take a look at Cappy, Mario's faithful companion throughout Super Mario Odyssey and the main source of almost all of the game's unique gameplay mechanics. Although he works in tandem with Mario, I felt Cappy had enough mobility on his own and was iconic enough to warrant his own spot on the roster.

In Odyssey, Mario can use Cappy to perform a number of acrobatic maneuvers he never could before, he could spin him around in a circle to collect things or activate certain circular patterns. Cappy's most important use however, is his ability to possess other things, be they living or inanimate. When he captures a living creature, he takes over control of their bodies and uses their specific abilities to his advantage, while capturing an inanimate object can very frequently allow Mario and Cappy to perform some function or work some mechanism. Outside of captures, Cappy will likely be light and quick, and strong on defense, considering he is a ghost just like Boo.

Here is the moveset I came up with:

Standard B: Capture
More or less exactly what it says on the tin. Cappy will latch onto another player's head and take control of their bodies. The effect will only be temporary, having a time-limit similar to when he captures a T-Rex. Skilled players will need to use their short time to their advantage, finding the best ways to screw opponents over in the time allotted.

Side B: Wire
Cappy will latch onto a wire just as he does in the game, zipping back and forth across a fixed stretch of line and electrocuting all in his path.

Up B: Binoculars OR Rocket
I couldn't quite choose between the two. Either Cappy will latch onto the binoculars frequently found at the start of each level, sending him straight up a great distance OR he will latch onto the rocket frequently used to take Mario to higher levels above the main game. Either one would serve the Up B just fine. Binoculars is more iconic, but Rocket is more capable of dealing damage.

Down B: Capture Menu
Through this move, Cappy can choose from five of his most iconic captures, capturing them and using their specific abilities to attack opponents. These are:
1. Sherm: Drive around and fire projectiles.
2. Pokio: Spike enemies with extendable beak.
3. Gushen: Jet across the stage, spraying enemies with water.
4. Uproot: Extend his legs upward to reach new heights. Works as an alternate recovery move.
5. Ty Foo: Breathe a heavy wind to blow opponents across the stage.
Others could work, but these were the ones I felt gave players the widest variety of effects.

Final Smash: T-Rex
How could it not be? Cappy will capture a sleeping T-Rex, which will then roar, stunning all opponents before rampaging around the stage, instantly KOing any it hits.

Entrance: Cappy will spin down as a hat, the way he and Mario do when they warp to a checkpoint.

Taunts: Cappy's "Hey" sound should be heard. It might be fun if he mimicked the hats of any opponents he's currently facing (Link's cap, Samus's helmet), maybe capture a frog (gotta be included somewhere, right?).

Next up: Let's cover our new little villain friend, Bowser Jr.!

Wednesday, September 18, 2019

Character Sheet: Rosalina & Luma (Main 3D Games)

ROSALINA & LUMA

Now, let's move on to all newcomers to the roster, either by being introduced in these last five games, or by finally gaining enough source material to be upgraded to the status of playable character. In the end, my count is thirteen new characters, two of whom are echo fighters.

8e. Toadette
17e. King Boo
24. F.L.U.D.D. Mario
25. Rosalina & Luma
26. Cappy
27. Bowser Jr.
28. Shadow Mario
29. Pianta
30. Blooper
31. Monty Mole
32. Honeybee
33. Petey Piranha
34. The Broodals

Alright, today let's cover the space princess Rosalina and her army of Star Babies, the Lumas, made famous by the Super Mario Galaxy games. Now, while Rosalina herself doesn't really do much in the games, mostly acting as a tutorial NPC throughout the first game and having a cameo in the second, she is intrinsically linked with the Lumas, who provide much of the unique gimmick of these two games.

In the Galaxy games, Mario moves much as he does in other 3D games, but thanks to the Lumas, and by extension Rosalina, he can do so much more. The Lumas themselves can eat or spit star bits, and one of their most helpful moves is the ability to spit star bits from above at enemies, removing some potential threats. They also transform, turning into various objects such as pull stars, warp stars, planets, and bunnies, allowing Mario access to various items and means of reaching new areas. This can all be considered. Also, as we are talking about the Galaxy games, the strange effects surrounding gravity and physics in the game could also be considered, giving some credence to Rosalina's current Down B.

Here is the moveset I came up with, though it mostly sticks true to her Smash moveset, as the team did a really good job of fully representing everything I would have represented:

Standard B: Luma Shot
This one lets Rosalina summon a Luma or send it forward in order to function separately from her, the way they do in Super Smash Bros. Another option might be the spin Mario does frequently throughout the Galaxy games, though that also seems to have some elements of Gravitational Pull to it.

Side B: Star Bits
Luma spits a series of star bits at opponents, doing mild damage, reflecting their ability to shoot Star Bits from above in game.

Up B: Warpstar
Rosalina launches herself upward using a Warpstar, which frequently acted as the premier way to get around in the Mario Galaxy games, and functions perfectly within the world of Super Smash Bros.

Down B: Gravitational Pull
Rosalina spins and pulls things toward her, representing in many ways Mario's spin in the games that tends to pull things toward him, the gravitational effects rampant throughout the game, and even maybe the effect of the pull stars. It also serves to bring the Luma back toward Rosalina.

Final Smash: Comet Observatory
This is the only one I would change. Rather than holding a grand star over her head and having it shoot out stars, I would rather see the Comet Observatory start its engines and start spinning the way it does leading up to the final battle in Galaxy 1, before barreling through the stage and taking out opponents in its wake. This may conflict if the Comet Observatory is a stage, but I'm sticking with it.

Entrance: Rosalina and Luma fly onto the stage as if launched from a Warpstar.

Taunts: Some of the Luma's bouncing around that they do, maybe feeding one a star bit or two, Rosalina laughing and holding the Luma, so on.

Next up: Let's see what we can make of Mario's Odyssey companion, Cappy!

Tuesday, September 17, 2019

Character Sheet: F.L.U.D.D. Mario (Main 3D Games)

F.L.U.D.D. MARIO

Now, let's move on to all newcomers to the roster, either by being introduced in these last five games, or by finally gaining enough source material to be upgraded to the status of playable character. In the end, my count is thirteen new characters, two of whom are echo fighters.

8e. Toadette
17e. King Boo
24. F.L.U.D.D. Mario
25. Rosalina & Luma
26. Cappy
27. Bowser Jr.
28. Shadow Mario
29. Pianta
30. Blooper
31. Monty Mole
32. Honeybee
33. Petey Piranha
34. The Broodals

Today, we cover the first "alternate" version of a character, which will likely be followed by at least Doctor Mario, Paper Mario, and Vacuum Luigi, each one being a completely new moveset attached to ostensibly the same character. This character also sits alongside Rosalina & Luma and Cappy as being representative of a different game's specific gimmick. I initially thought about maybe separating F.L.U.D.D. from Mario, maybe sticking the device on a Pianta's back or having it move on its own, but neither option seemed quite right.

In the game Super Mario Sunshine, Mario could still do much of what he could do before, running and jumping and performing a number of acrobatic maneuvers, but F.L.U.D.D. brought a whole new dimension to his abilities. First of all, I just want to add Mario's belly slide from the game as his automatic dash animation, similar to Banjo & Kazooie's talon trot. I imagine F.L.U.D.D. would also incorporate a refill mechanic similar to the Inklings. With various nozzles attached to F.L.U.D.D., Mario could spray a stream of high-powered water directing in front of him, use two streams to hover in the air like a jetpack, rocket forward at high speeds, and spin in the air spraying water everywhere. Later games also featured small bubble and missile-shooting heads that looked awfully similar to F.L.U.D.D.'s, so I guess they're worth mentioning too. Let's tally it all up and see what we get.

Here is the moveset I came up with:

Standard B: Squirt Nozzle
Mario will lean down and charge up F.L.U.D.D. to spray a stream of water directly before him, just like Mario's current Down B and his basic move in the game.

Side B: Turbo Nozzle
Mario will jet forward at high speed, skating back and forth across the stage and splashing anyone in his way, doing moderately heavy damage.

Up B: Hover Nozzle
I could have gone with the Rocket Nozzle as well, having him launch up into the air, but I felt the Hover Nozzle was much more iconic. Mario will blast two streams of water and the ground, raising himself off the ground and damaging anyone who gets caught in the path of the streams.

Down B: Refill
Mario will take a second to refill F.L.U.D.D., a light sprinkler appearing out of the ground behind him. He will also have a small meter by his damage percentage showing him how much water he has left and looking just like his meter in the game.

Final Smash: Shine Sprites
This one will mimic Rosalina's final smash, with Mario holding a giant Shine Sprite over his head, with a number of Shines dancing around it, as it's light blinds and blasts away any around it.

Entrance: Mario will form from a glowing ink "M" just the way he does in the game.

Taunts: Use some movements of F.L.U.D.D., seeing as the little robot is the unique feature here. Probably incorporate the "Mario" voice clip.

Next up: Let's check out everyone's favorite intergalactic princess, Rosalina!

Monday, September 16, 2019

Character Sheet: King Boo (Main 3D Games)

KING BOO

Now, let's move on to all newcomers to the roster, either by being introduced in these last five games, or by finally gaining enough source material to be upgraded to the status of playable character. In the end, my count is thirteen new characters, two of whom are echo fighters.

8e. Toadette
17e. King Boo
24. F.L.U.D.D. Mario
25. Rosalina & Luma
26. Cappy
27. Bowser Jr.
28. Shadow Mario
29. Pianta
30. Blooper
31. Monty Mole
32. Honeybee
33. Petey Piranha
34. The Broodals

Alright, next up is King Boo, who, although having a larger role in other games, only has one appearance as a boss in Super Mario Sunshine, in which he doesn't even really look like himself. I included King Boo here as an echo fighter, primarily because although there is not much difference really between King Boo and his ordinary minions, I do feel he is distinct enough as a character on his own to warrant a separate slot.

King Boo will be slightly larger and heavier than regular Boos, with larger hitboxes and so on. His boss battle on top of a giant roulette table and slot machine should be considered in this, as they were for the regular Boos before, but that's about it.

Here is the moveset as based upon Boo's:

Standard B: Vanish
King Boo does the same vanishing trick as the regular Boo, becoming intangible and impervious to harm.

Side B: Jalapeno
This will function more or less like Bomb Boo, but instead he will swing out a jalapeno, the pepper used to defeat him in his Sunshine boss battle.

Up B: Boo String
Same as Boo's up B, but more fitting, I suppose. King Boo will call upon a number of Boos to stretch out and grab a ledge for him. His string will likely be longer as he can command all Boos to do his bidding.

Down B: Slot Machine
Basically the same as Boo's down B, except instead of a block, King Boo will turn into his slot machine, slamming down with much heavier force.

Final Smash: Roulette
King Boo's giant roulette table will take up the screen, just like the regular Boo's final smash, except King Boo himself will be on top of the slot machine instead of Big Boo.

Entrance: Emerge from a painting (Come on, what else are you going to do?).

Taunts: I think it might be fun to have his face momentarily become that of his Sunshine incarnation. Also he might warp himself and the air around him, mirroring the way he takes Luigi into their final battle in Luigi's mansion.

Next up: Let's start covering the gimmick-representing characters for each game, starting with F.L.U.D.D. Mario, an entirely new moveset based upon Mario's appearance in Sunshine.

Saturday, September 14, 2019

Character Sheet: Toadette (Main 3D Games)

TOADETTE

Now, let's move on to all newcomers to the roster, either by being introduced in these last five games, or by finally gaining enough source material to be upgraded to the status of playable character. In the end, my count is thirteen new characters, two of whom are echo fighters.

8e. Toadette
17e. King Boo
24. F.L.U.D.D. Mario
25. Rosalina & Luma
26. Cappy
27. Bowser Jr.
28. Shadow Mario
29. Pianta
30. Blooper
31. Monty Mole
32. Honeybee
33. Petey Piranha
34. The Broodals

Today, let's cover Toadette, who makes for an excellent echo fighter for Toad. In these five games covered, she only appears in Super Mario Odyssey's postgame, where she supplies Mario with a ton of new mission to accomplish. Obviously, this doesn't give us much to work with, but her heavy presence in the series as a whole warrant her inclusion as a whole, but she likely will only ever be able to work as an echo fighter.

Let's see what we can do:

Standard B: Pick Up and Throw
This is more or less the same as Toad's, being based upon the basic maneuver from Super Mario Bros. 2.

Side B: Kart
Also the same, except that her cart will have a bright pink paint job and will be decorated in flowers, reminiscent of her own character.

Up B: Super Jump
The same jump from Super Mario Bros. 2.

Down B: Treasure Chest
Also the same, except that the treasure chest will likewise have a more Toadette-themed design to it. Maybe you could change it up so that the items pulled from Toad's chest are more offensive items, while the items pulled from Toadette's are more defensive or healing, but I don't think that's all that necessary. At most, it would just be there to make a distinction.

Final Smash: Peach Crown
This hasn't appeared yet, but Toadette will pull out the Peach Crown and transform into Peachette, giving her a boost to all of her stats and allowing her to run around the stage and do damage to all characters. She will remain as Peachette after the Final Smash, but it will mostly be a cosmetic change.

Entrance: She arrives aboard the Toad Brigade ship.

Taunts: Her little "Hi" from her first appearance in Mario Kart: Double Dash.

Next up: Let's check out Luigi's nemesis King Boo.

Friday, September 13, 2019

Character Sheet: Magikoopa (Main 3D Games)

MAGIKOOPA

Now that we're done with all of the major 3D Mario titles, I think we need to now go through and update our characters, starting with revisions for any characters included so far that appeared in any of these games. Out of the 24 so far, 17 need revision:

1. Mario
2. Luigi
6. Pauline
7. Princess Toadstool
8. Toad
9. Yoshi
10. Bowser
13. Koopa Troopa
13e. Dry Bones
14. Shy Guy
15. Goomba
16. Piranha Plant
17. Boo
18. Lakitu
19. Hammer Bro
20. Chargin' Chuck
21. Magikoopa

The Magikoopa species primarily appears in the Super Mario Galaxy games, doing pretty much what they did before, teleporting around and casting damaging spells. They also gained, not Kamek, but Kamella, a large boss version of their species. Kamella can throw fireballs as well and can summon Koopa shells out of thin air. Let's see what this brings us.

Here is the moveset I came up with:

Standard B: Magic Spell

Side B: Broomstick

Up B: Teleport

Down B: Transform
I think this is where the Koopa shell bit came from for Kamella, so perhaps the Magikoopa can simply summon an enemy to the stage without it connecting with an item. Though, I might like transforming items better.

Final Smash: Boss Battle
This one is probably far more iconic, so I'm going to keep this instead of switching out for Kamella. Kamella most likely could work as a color swap, just as Kammy Koopa could.

Entrance: He will teleport onto the stage.

Taunts: Hold up his wand and wave it around for a second, is a good one. Still the only one really.

Next up: Time to start in on our new characters, starting with an echo fighter: Toadette!

Thursday, September 12, 2019

Character Sheet: Chargin' Chuck (Main 3D Games)

CHARGIN' CHUCK

Now that we're done with all of the major 3D Mario titles, I think we need to now go through and update our characters, starting with revisions for any characters included so far that appeared in any of these games. Out of the 24 so far, 17 need revision:

1. Mario
2. Luigi
6. Pauline
7. Princess Toadstool
8. Toad
9. Yoshi
10. Bowser
13. Koopa Troopa
13e. Dry Bones
14. Shy Guy
15. Goomba
16. Piranha Plant
17. Boo
18. Lakitu
19. Hammer Bro
20. Chargin' Chuck
21. Magikoopa

Alright, now we have Chargin' Chuck, who appears one time in only Super Mario Odyssey, where he can be captured and used to get past a segment of the final level. The only thing he does is his standard barrel forward, crashing through various things. It does add the need to charge up before running forward though, so there's that.

Here is the moveset I came up with:

Standard B: Baseball Pitch

Side B: Charge
Uncertain on whether or not to include the charge up featured in Odyssey. I mean, I definitely prefer Sonic's side B to his down B if you know what I'm saying.

Up B: Jump and Clap

Down B: Dig

Final Smash: Team Blitz

Entrance: He will charge through a block

Taunts: You could probably pull a few from actual football and other sports. Like a war dance, or a huddle, or the lineup position, and so on.

Next up: Magikoopa (still technically Kamek, but for now Magikoopa)

Wednesday, September 11, 2019

Character Sheet: Hammer Bro (Main 3D Games)

HAMMER BRO

Now that we're done with all of the major 3D Mario titles, I think we need to now go through and update our characters, starting with revisions for any characters included so far that appeared in any of these games. Out of the 24 so far, 17 need revision:

1. Mario
2. Luigi
6. Pauline
7. Princess Toadstool
8. Toad
9. Yoshi
10. Bowser
13. Koopa Troopa
13e. Dry Bones
14. Shy Guy
15. Goomba
16. Piranha Plant
17. Boo
18. Lakitu
19. Hammer Bro
20. Chargin' Chuck
21. Magikoopa

Today, we're talking about the Hammer Bro, or an amalgamation of the Hammer Bro, Boomerang Bro, Fire Bro, Sledge Bro, and Sumo Bro. The Bro enemies appear in both Super Mario Galaxy 2 and Super Mario Odyssey (specifically, the Hammer, Boomerang, and Fire varieties), and all function in the exact same way as before. As such, this will be the first character with no change to their moveset.

Here is the moveset I came up with:

Standard B: Hammer Toss

Side B: Boomerang

Up B: Sledge Jump

Down B: Sumo Stomp

Final Smash: Amazing Flyin' Hammer Bro

Entrance: Floats down on its platform

Taunts: Jumping around and tossing a single hammer would fit maybe. Maybe something reflecting how hyper they are in Odyssey.

Next up: Let's check out Chargin' Chuck, who only had one appearance this time around.

Tuesday, September 10, 2019

Character Sheet: Lakitu & Spinies (Main 3D Games)

LAKITU & SPINIES

Now that we're done with all of the major 3D Mario titles, I think we need to now go through and update our characters, starting with revisions for any characters included so far that appeared in any of these games. Out of the 24 so far, 17 need revision:

1. Mario
2. Luigi
6. Pauline
7. Princess Toadstool
8. Toad
9. Yoshi
10. Bowser
13. Koopa Troopa
13e. Dry Bones
14. Shy Guy
15. Goomba
16. Piranha Plant
17. Boo
18. Lakitu
19. Hammer Bro
20. Chargin' Chuck
21. Magikoopa

Next up is the Lakitu, the mini-koopa cousin who rides around in clouds and drops Spinies on you. One takes up a starring role in Super Mario 64 as Mario's cameraman, giving the game's camera a convenient plot device, which also functioning in its normal role briefly in game. The Lakitu also appears in Super Mario Galaxy 2, where it performs its normal function while also gaining a boss in King Lakitu, who functions much like a normal Lakitu while also blasting lightning from his cloud chariot. In Super Mario Odyssey, Lakitu can be captured by Cappy, but his only function is to fish for unseen items.

Here is the moveset as adjusted:

Standard B: Spiny
Same as before

Side B: Fishing Rod
I've moved up the fishing rod to this slot, and it will function much like Isabelle's fishing rod.

Up B: Cloud Poof
Same as before

Down B: Lightning
Lakitu will blast lightning from his cloud, electrocuting any nearby.

Final Smash: King Lakitu
Since we now have a boss to work with, we might as well switch it out for this one. Although I like Lakithunder better (sucker for a good pun), this boss will function more or less the same.

Entrance: Floats down from above with its iconic sound.

Taunts: We haven't covered the Mario Kart series yet, but it's 3-2-1 opening makes a lot of sense, or maybe waving the flag at the end of a lap. Also tucking down behind his cloud for a second. Maybe pulling out a camera and checking its quality?

Next up: Let's go over the Hammer Bros. and all of their variants.

Monday, September 9, 2019

Character Sheet: Boo (Main 3D Games)

BOO

Now that we're done with all of the major 3D Mario titles, I think we need to now go through and update our characters, starting with revisions for any characters included so far that appeared in any of these games. Out of the 24 so far, 17 need revision:

1. Mario
2. Luigi
6. Pauline
7. Princess Toadstool
8. Toad
9. Yoshi
10. Bowser
13. Koopa Troopa
13e. Dry Bones
14. Shy Guy
15. Goomba
16. Piranha Plant
17. Boo
18. Lakitu
19. Hammer Bro
20. Chargin' Chuck
21. Magikoopa

Today, let's check out the Boo, which appeared in every single entry of this section except for Super Mario Odyssey. In this go around, Boos kept their basic abilities to float around, hide their face when looked at, pass through walls, and turn into blocks or platforms on occasion. They also gained a few offshoots in various forms, the only one bringing something new to the table being the Bomb Boos, which could be flung around by their tongues before exploding on contact. We also saw in Sunshine this project's first introduction to King Boo, who hung out over a giant roulette wheel and slot machine, spitting bubbles, fruit, enemies, and even other Boos at the player. Even though King Boo is notable enough to act as his own character (at least an echo fighter), I felt his moveset should still be considered here.

Here is the moveset I came up with:

Standard B: Vanish
Same as before

Side B: Bomb Boo
The Boo will fling out a Bomb Boo in a circle, the Boo exploding with the first thing it intercepts.

Up B: Boo String
Same as before, I can't see it working many other ways so far.

Down B: Block
Same as before, but combined with the platform transformations present in Super Mario World and Sunshine, basically, Boo will turn into a giant platform that players can stand on, but he can harm them after a short time.

Final Smash: Roulette
King Boo's giant roulette table from Super Mario Sunshine will appear, with his slot machine rolling and causing various effects to the stage. The Boo will simply turn into a Big Boo during this.

Entrance: Appears out of nowhere

Taunts: Just the basic cover-your-face animation. That screech of theirs needs to be included too. When they flash and show off a blue coin for sure.

Next up: Let's go over Lakitu once again.

Saturday, September 7, 2019

Character Sheet: Piranha Plant (Main 3D Games)

PIRANHA PLANT

Now that we're done with all of the major 3D Mario titles, I think we need to now go through and update our characters, starting with revisions for any characters included so far that appeared in any of these games. Out of the 24 so far, 17 need revision:

1. Mario
2. Luigi
6. Pauline
7. Princess Toadstool
8. Toad
9. Yoshi
10. Bowser
13. Koopa Troopa
13e. Dry Bones
14. Shy Guy
15. Goomba
16. Piranha Plant
17. Boo
18. Lakitu
19. Hammer Bro
20. Chargin' Chuck
21. Magikoopa

Today, let's cover the Piranha Plant, which appeared in all five games, each one mostly acting as Piranha Plants do, but frequently bringing something new to the table at the same time. In Mario 64, they could be found sleeping in a patch of flowers, an iconic image that is currently used as an idle animation in Smash. In Sunshine, Piranha Plants got a bit of a remix, seeming to be heavily linked to the toxic paint used by Bowser Jr., large paint-covered versions frequently serving as mini-bosses, and getting a massive bipedal member named Petey. Petey is distinct enough from regular Piranhas to warrant being his own character, but the paint connection is still strong. In Galaxy and Galaxy 2, they were pretty basic again, though with some large spiky variants. Finally, in Odyssey, they could spit large circles of toxic sludge and eat Cappy, unless they are forced to swallow a rock first, at which point they can be captured.

Here is the moveset updated for now:

Standard B: Fireball
Same as before.

Side B: Ptooie
Same as before.

Up B: Fly
Same as before.

Down B: Paint
This one combines the Piranha Plant's aspects from Sunshine and Odyssey and starts to come close to the Piranha Plant's current side B, having him spit a large puddle of toxic goop on the floor that will then act in a similar manner to the Inkling's paint, while racking up damage at the same time.

Final Smash: Paint Piranha
Since Petey can function as his own character, I thought we could use Sunshine's miniboss version of the Piranha Plant instead. A massive pile of toxic sludge will cover the stage, with a large Piranha head popping up out of the middle and snapping at people while Swoopin' Stus start to form and attack players.

Entrance: Pops out of a pipe.

Taunts: Chomping around the way he does now. Doing the iconic up and down movement. Maybe the sleep animation.

Next up: Let's check out Boo for what it's worth.