QUIRKS
Now, we have finished the television series, and we have SO many characters to cover, from all across the spectrum. There are a few characters here and there that might get a few upgrades to their movesets, mostly being the Donkey Kong cast (one example, I think Klump should absolutely have a Klaptrap gun now). But, there are so many that are so distinct from their game counterparts, I could only make a brand new slot for them. They are:
1. Beezo
2. Flurry
3. Rex
4. Tryclyde
5. TV Mario
6. TV Luigi
7. Tommy Treehugger & Co-MC
8. Evil Eric & Tammy Treehugger
9. Princess Toadstool
10. TV Toad
11. Bones Bailey
12. Oogtar
13. King Koopa
14. Robo Koopa
15. TV Koopalings
16. Wizenheimer
17. Clovis
18. Barney Todd
19. Master Brian
20. Kid Dynamo
21. Dr. Demise
22. Gorilla Ghost
23. Mervin the Magician
24. Genie
25. Brutius Maximus Grouchimus
26. Captain Clump
27. Bunsen
28. Hercufleas
29. Salvador Drainado
30. Sergeant Kooperman
31. Flab Boys
32. James Blonde
33. Vampa White
34. Zero
35. Captain Abidab
36. Mugga the Medicine Woman
37. Misaki
38. Waldo the Wizard
39. Quirks
40. Queen Mushroomkhamen
41. Wizard King of the West
42. Junior
43. Mighty Plumber
44. Crime Wave Clyde
45. Dino Riders
46. Candy Kong
47. Bluster Kong
48. Eddie the Mean Old Yeti
49. Baby Kong
50. Kong Fu
51. Metal Head
52. Captain Skurvy
Today, we wrap up the Super Mario Bros. Super Show! characters (or rather, those that appeared in the first season) with the Quirks from the episode "Stars in Their Eyes." The Quirks are an alien race enslaved by King Koopa and Mouser and forced to build weapons and rockets for them. Across the episode, we see them use their horns to blast strong sonic noises powerful enough to damage electronics, and thematically, we also see laser cannons being fire, magnets being used to capture individuals, meteors fired as projectiles, mechanical shackles used to trap and hold people, and rocket ships flown. All of these make more than enough.
Here's the moveset I came up with:
Standard B: Horn Blast
The Quirk will blast a sound from its nose, shaking anyone who gets too close and stunning them for a short time.
Side B: Laser Cannon
Based on the laser cannon used to keep the Quirks in line, the Quirk will have appropriated the weapon from its captors and will fire it in a straight beam.
Up B: Rocket Launch
The Quirk will grab hold of a small version of Koopa's rocket, which will take off and launch into the air, taking the Quirk with it.
Down B: Magnet
Based on Koopa's giant magnet from the episode, the Quirk will start it up, and anyone standing too close will be drawn toward and stick to it.
Final Smash: Space Battle
King Koopa's rocketship from the episode will fly over the stage, pelting the stage with meteors that will do heavy damage.
Entrance: They will push one of their barges onto the stage and wipe their forehead.
Taunts: Up, the Quirk will hum the tune of the Legend of Zelda theme for a second. Side, the Quirk will inspect a pink rock for a moment. Down, the Quirk will latch and unlatch a shackle to itself.
Thanks for reading! Next up, we begin the second season characters with Queen Mushroomkhamen!
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