Characters that I made up. The list is constantly expanding (as I get bored often), and I will probably create a seperate page for it once I hit four characters. Most of my special moves are researched, and have some reference within these character's games from where I got them from. If you have any suggestions for new characters, please post them in my talk page. Some moves have their origin listed.
Baby Bowser. is a faster, more nimble version of Bowser, but his moves have less knockback. However he has some good, quick finishers, but is not good when it comes to recovery with his short jumps and average up special. I need help on deciding this guy's final smash! If you have any suggestions, post them on my talk page.
- Neutral Attack - Punches. [3%]
- Neutral Attack (Combo) - Punch-kick-headbutt. Headbutt has minimal knockback. [13% (3%, 4%, 6%)]
- Dash Attack - Headbutts forwards. Minimal upwards knockback. [6%]
- Strong Side - Swipes his claws forwards. Medium knockback. [8%]
- Strong Up - Does a weak flip upwards. Medium knockback, good for juggling. [7%]
- Strong Down - Quickly fires a burst of flames downwards. High knockback. [11%]
- Side Smash - Slashes his claw downwards. High knockback, and sends enemy upwards at a 45 degree angle. Comes out quickly. [17% uncharged, 26% charged]
- Up Smash - Blows fire in an arc above his head. Sucks the opponent in, multi-hitting attack. Last hit has minimal knockback. [26% (5%, 6%, 7%, 8%) uncharged, 29% (5%, 7%, 8%, 9% charged]
- Down Smash - Retracts into its shell and jumps forwards quickly. High knockback, and sends enemy directly forwards. Has start-up lag. [22 uncharged, 24% charged]
- Neutral Aerial - Retracts into its shell and spins around wildly, spewing fire out. Shell has medium knockback. [10% Shell, 4% Fire]
- Forward Aerial - Kicks forwards. Minimal knockback. [9%]
- Back Aerial - Takes both legs and thrusts them backwards. Medium knockback. Has Sex kick properties. [11%]
- Upwards Aerial - Bites upwards. Medium knockback. [12%]
- Down Aerial - Swipes downwards. Is a weak meteor smash. [7%]
Grabs & Throws
- Grab - Grabs forwards. Medium range.
- Pummel - Shins enemy
- Up Throw - Tosses foe upwards, retreats into his shell, and spins, damaging the foe with his spikes. [10%]
- Forward Throw - Leans back with enemy in hand, then throws forwards. [6%]
- Back Throw - Spins around a few times, then tosses the foe backwards. Medium knockback. [8%]
- Down Throw - Throws enemy on the ground, then releases three rapid bursts of flame on the opponent. [10% (3%, 3%, 4%)]
- Ledge Attack - Spins in shell forwards. [7%]
- Ledge Attack (100%) - Climbs up and punches forwards. [6%]
- Floor Attack - Swipes forwards and backwards. [8% Forwards, 7% Backwards]
- Trip attack - Pushes himself up and kicks forwards. [9%]
Neutral Special Move: Flame Spit - Baby Bowser spits a ball of fire forwards. It travels at about the same speed as Wolf's Blaster and can travel about 1/2 of Final Destination before dissipating. It can be absorbed/reflected. [6%]
Origin: Baby Bowser would shoot balls of fire as a special ability while on Yoshi's back in Yoshi's Island.
Side Special Move: Green Shell Throw - Baby Bowser throws a Green Shell forwards, but it does not have the same properties as the item Green Shell. If it is stomped on, it will stop and can be picked up. The Green Shell does 8% if thrown after stomped on, and 10% if smash-thrown. After hitting someone, it vanishes. [9%]
Origin: In the New Super Mario Bros, Baby Bowser would throws green shells at you in certain towers located in the middle of every world. (I know, it's Bowser Jr. in the New Super Mario Bros, but they're basically the same thing if you put aside Baby Bowser's rebellious personality.)
Up Special Move: Flame Torrent - Baby Bowser shoots a burst of three fireballs downwards. This propels him horizontally. It also has a bit of vertical boost. It can be charged for a longer boost. After it is halfway charged, Baby Bowser starts shooting one bigger fireball. When it is less then halfway charged, it has minor upwards knockback. After that, it is a weak meteor smash, with a little more power than a footstool jump. [4-11%]
Down Special Move: Baby Bowser Stomp - When used on the ground, Baby Bowser leaps up, and comes back down ramming his feet to the ground. If used in the air, It is a Stall-Then-Fall move that forces Baby Bowser down, feet first. Has medium upwards knockback. This move creates a small shock-wave that will hit the opponent. [11% Stomp] [3% Shockwave]
Origin: In Yoshi's Island, the third to last boss you have to face in the game. One of his attacks was jumping up, then slamming into the ground, creating a shock-wave that hurt you.
- Ledge Attack - Baby Bowser throws himself onto the edge, doing a body slam. [10%]
- 100% Ledge Attack - Baby Bowser climbs up and punches forwards. [8%]
- Floor Attack - Swipes on both of his sides.
- Trip Attack - Swipes forwards.
- Up Taunt: Faces the camera and laughs. (His taunt from Mario Kart: Double Dash)
- Side Taunt: Coughs up smoke, then falls.
- Down Taunt: Spins around inside his shell.
Flies in on the Koopa Clown Car, then jumps out.
This new Mewtwo is a lot better than the original in Melee. He now better Down and Side special moves, and his move's damage has been buffed. His tail-attacks also come out much faster then before. An odd thing about Mewtwo is that he cannot trip by dashing, and must be hit by a move that causes tripping. Most of these moves were taken from Mewtwo's Melee moveset, but I also added new moves.
- Neutral Attack - Mewtwo sprays shadow energy forwards. [4%]
- Neutral Attack (Combo) - Mewtwo waves his hand up and down, spraying shadow energy. [4%, 3%, 2%, 1%...]
- Dash Attack - Mewtwo shoves his hands forwards with a darkness element added. Has medium upwards knockback, good for setting up combos. [11%]
- Side Tilt - Mewtwo swings its tail forwards. Has medium knockback. [11%]
- Up Tilt - Mewtwo does a quick flip, hitting the enemy with its tail. Good for juggling. [12%]
- Down Tilt - Mewtwo spins around quickly, hitting on both sides with its tail. [10%]
- Side Smash - Mewtwo forces his hands forwards, causing a shadow explosion. High knockback. [19-25%]
- Up Smash - Mewtwo holds his hand upwards, spinning a ball of darkness. Multi-hitting move, last hit has high knockback. Sucks the opponent in from either of his sides. [20-25%]
- Down Smash - Mewtwo spins around, tail aglow, using Iron Tail. Can semi-spike if the opponent is hit with the tip of the tail. [20-28%]
- Neutral Air - Mewtwo glows, with sparks of electricity emitting from him. Is a multi-hitting move, and hits anybody touching him. Last hit has weak knockback. [3%, 3%, 4%, 4%, 3%, 5%]
- Forward Air - Mewtwo quickly swipes his hand forwards, using Shadow Claw. Has high knockback. [13%]
- Backwards Air - Mewtwo sticks his leg backwards, using Mega Kick. Has high knockback. [14%]
- Up Air - Mewtwo swings his hand in an arc upwards. Has medium knockback, good for juggling. [9%]
- Down Air - Mewtwo kicks one leg, then the other downwards. First hit traps the opponent. Is a meteor smash. [7%, 9%]
Grabs & Throws
- Grab - Mewtwo holds his hand forwards, attracting the opponent to it. The grab length extends a bit farther than his hand (has about the same range as Yoshi's grab).
- Pummel - Mewtwo zaps the opponent with electricity. [2%]Forward Throw - Mewtwo swings the opponent around himself with telekinesis, then slings the enemy forwards. Good KO'ing move. [9%]
- Up Throw - Mewtwo swings the opponent around himself with telekinesis, then thrusts the enemy upwards. Good KO'ing move [11%]
- Forwards Throw - Mewtwo throws the opponent forwards, then shoots shadow balls at the enemy. [14%]
- Backwards Throw - Mewtwo moves his hand backwards in an arc, then propels the opponent backwards. Great KO'ing move. [10%]
- Down Throw - Mewtwo throws the opponent on the ground and shoots Shadow Balls at the enemy. [13%]
- Ledge Atack - Climbs up then sweeps his tail forwards. [7%]
- 100% Ledge Attack - Same, but slower. [7%]
- Floor Attack - Lifts himself up, spinning. Tail hits on both of his sides. [8%]
- Trip Attack - Uses Shadow Claw forwards. [9%]
- Up Taunt: Spins around, laughing (same as in Melee).
- Side Taunt: Holds a ball of dark energy in front of him.
- Down Taunt: Mewtwo concentrates, and starts glowing with a shadowy aura.
Mewtwo teleports onto the stage.
Standard Special Move: Shadow Ball - Mewtwo charges a Shadow Ball, which can be shot by pressing B again. [3-27%]
Origin: Mewtwo used this move in the first Pokemon movie. This was before the move was found in the Pokemon games.
Side Special Move: Psywave - Mewtwo swings his hand forwards, creating a small shockwave. Can be charged for a larger shock-wave, and knocks the opponent upwards at a 45 degree angle. A fully charged Psywave causes Mewtwo to dash forward a little. This move can be held infinitely. [12-21%]
Origin: Mewtwo knows this move when he is caught.
Down Special Move: Reflect - Mewtwo creates a wall of light in front of him. Can reflect all projectiles, and multiplies the knockback by 1.5. If the opponent is directly in front of him when this move is used, the enemy gets zapped weakly by electricity. [3%]
Origin: Mewtwo could learn this move through a TM.
Up Special Move: Teleport - Mewtwo disappears then reappears a great distance away. You can tilt the directional stick to control which way Mewtwo teleports.
Origin: Mewtwo could learn this move through a TM.
Final Smash: Psychoboost - Mewtwo concentrates, then thrusts his arms forwards, then a giant rainbow colored beam shoots out of its hands, going forwards infinitely. Is almost always a one hit KO. If this move is used in the air, Mewtwo enters his helpless mode. [45%]
Origin: Although Mewtwo could not learn this move in the Pokemon series, it is a powerful Psychic move that usually only legendaries could use (Deoxys, Lugia).
Balloon Fighter, the old NES classic, madly flapping his hands, dodging enemies and lightening sparks. He was considered for Melee to represent the NES era, but, sadly, Ice Climbers were chosen instead (not that I have anything against them). Now, he returns in my fake characters, complete with his quirky moves and ability to fly by flapping his arms.
Balloon Fighter has the unique ability of having his movement physics and some of his attacks be effected by the number of balloons he has. He can have up to two balloons at once. The more balloons he has, the slower he falls, but his weight also diminishes as the number of balloons he has goes up. Playing Balloon Fighter without balloons will somewhat effect his style of gaming, as most of his moves are faster but less powerful. Finally, some of his moves are different depending if he has balloons or not.
I will list the attack with balloons first, then the attack with no balloons (NB) second. If the attack is the same with or without balloons, a NB row will not be added.
- Neutral Attack - Punches his hand forwards. [3%]
- Neutral Attack (Combo) - Chops both of his hands forwards, alternating. [2%, 1%...]
- Dash Attack - Does a body slam forwards. Balloon Fighter then will quickly bounce back up. [7%]
- NB - Same, but it gets weaker and weaker as you use it. There is also some after-lag.
- Side Tilt - Balloon Fighter winds back then swings his body forwards. Has medium knockback. [9%]
- NB - Balloon Fighter quickly kicks forwards. Light knockback. [7%]
- Up Tilt - Balloon Fighter thrusts his hands upwards, quickly. Good for juggling as it does not launch the enemy as far up. [7%]
- Down Tilt - Balloon Fighter thrusts his arms forwards while on the ground. Edges him forwards a little, and has light vertical knockback, similar to Falco's down tilt. [8%]
- Side Smash - Claps his hands forwards. High Knockback. [16-23%]
- Up Smash - Gathers his balloons, and swings them in an arc above his head. If there are two balloons, the enemy will be hit by both. If you only have one, the enemy will only get hit by the first percentage mentioned, but it will have knockback equivalent to the second. Has medium-high knockback, and good range. There is a 10% chance that his first balloon will explode. This will cause major knockback, and up the damage noticeably. [11-16, 15-21% Normal] [21-24% Explosion]
- NB - Leans back and headbutts. A very quick move, but limited by Balloon Fighter's small stature. [14-18%]
- Down Smash - Balloon Fighter takes his balloons and spins around, hitting the enemy with his balloons on either of his sides. If sour-spotted (hands), it is a semi-spike, but has medium knockback. Again, there is a 10% chance his balloons explode, causing major knockback. Has some start-up lag. [13-17% Sour-spot, 17-22% Sweet-spot] [21-14% Explosion]
- NB - Spins around similar to Wario's down smash, but Balloon Fighter spins on his back and flails his hand upwards, giving it a bit more range. Medium knockback, and comes out fast. [16-20%]
- Neutral Air - Spins around, arms stretched. Medium knockback. [10%]
- Forward Air - Grabs his balloon and swings it over his heads, downwards. Can spike on the second half of the move animation, when it is coming downwards. [11%]
- NB - Balloon fighter quickly chops his hand forwards. Has KO potential. [9%]
- Backwards Air - Spins around, slicing his hand behind him.
- Up Air - Balloon Fighter claps his hands above him. Has medium knockback. [10%]
- Down Air - Balloon Fighter spins around, drilling downwards. Does [15%], but you probably won't be able to get all five hits [3% Each] in. Last hit is a weak meteor smash.
Grabs & Throws
- Grab - Balloon fighter grabs forwards. Small grab range.
- Pummel - Kicks enemy [2%]
- Upwards Throw - Tosses the opponent upwards. [7%]
- Forward Throw - Throws the opponent up and hits him with a balloon. Has KO potential. [9%]
- NB - Throws opponent forwards. [7%]
- Backwards Throw - Does a Suplex, just like Kirby's backwards throw, but cannot be escaped from. [12%]
- Down Throw - Throws the opponent on the ground. [8%]
- Ledge Attack - Climbs up and kicks. [9%]
- 100% Ledge Attack - Climbs up slowly and punches. [7%]
- Floor Attack - Lifts himself up with his hands and thrusts both of his legs forwards and backwards. [8%]
- Trip Attack - Picks himself up and punches forwards. [6%]
- Up Taunt - Flaps his hands on the ground, rising slightly.
- Side Taunt - Plays with a flipper.
- Down Taunt - Jumps up and down, happily.
Floats onto the stage with two balloons.
Standard Special Move: Lightning Spark - Balloon Fighter shoots a lightning spark forwards, electrifying the opponent, and knocking them in the air and back slightly. Similar to Lucas's PK Fire, but with a lot less knockback. [8%] Origin: In the game Balloon Fight, the player had to avoid lightning sparks in the one player mode, Balloon Trip.
Side Special Move: - Flipper - Balloon Fighter pulls out a flipper from hammer-space and spins it in front of him. It can deflect projectiles. When it hits the opponent, it pushes the enemy back. [6%]
Origin: The Flipper was a hazard in the higher levels.
Up Special Move: Parachute - Balloon Flaps his arms wildly, causing him to rise upwards depending on how many balloons he has. All of his balloons then pop, and he opens a parachute and floats down safely. Balloon Fighter can attack out of his parachute, and if it is hit/stomped on, he will enter his helpless mode. If Balloon Fighter has no balloons, he will flap his arms without avail, then open his parachute.
Origin: In Balloon Fight, Balloon Fighter would flap his hands to rise up in the air. Enemies, when all of their balloons are popped, would open a parachute and fall to the ground to inflate more balloons.
Down Special: Balloon Inflate - Inflates a Balloon. It takes about four seconds.
Origin: Although Balloon Fighter never actually inflated balloons, enemies would when they were on the ground.
Final Smash: Jetpack Bomber Balloon Fighter equips a jetpack, and his balloons automatically inflate extremely quickly. His aerials transform into swinging balloons, which always explode (see up and down smashes). The down aerial is a spike, NOT a meteor smash, as it cannot be meteor canceled. This attack does 20% if the enemy touches you, 25% If you hit them with a balloon. All attacks have high knockback. This move lasts for about 13 seconds.
Origin: On the Game & Watch system, instead of flapping his arms, Balloon Fighter would use a jetpack to ascend. The exploding balloons were a original creation.
Rosalina, the 'princess' of Super Mario Galaxy. She wields a star wand and her friends, the Lumas, who have also given Rosalina her magical powers. Don't make the mistake of thinking that she fights like Peach, because they are two very different characters. She shares few, but some similarities with Zelda and Peach's.
Rosalina's fighting style is a bit slow, but she has powerful moves, especially her aerials. Oddly, she is in the limbo between the middle and heavyweight classes, despite her floaty aerial movement and her superb recovery. However, she has very weak throws, which are near useless. All of her attacks using her star wand have a sweetspot at star point (except for her up throw), and all of the knockback ratings damage percentages will assume you are hitting the enemy at the sweetspot. Moveset was written by MysteryHeff and I.
- Neutral Attack - Slashes forwards with her hand. [3%]
- Neutral Attack (Combo) - Slashes her hand forwards twice, then jabs forwards. [3%, 3%, 5%]
- Dash Attack - Rams her shoulder forwards. [8%]
- Side Tilt - Swings her wand forwards. Medium knockback. [8%]
- Up Tilt - Points her hand forwards, where an energy bubble spins. Multi-hitting attack. [15%]
- Down Tilt - Kicks downwards, and can combo with itself. It can cause tripping. [4%]
- Side Smash - Swings her wand forwards, shooting out a star bit forwards, which travels for a short distance (about the same as Olimar's side smash). High knockback. [6-8% Star bit, 16-23% Wand]
- Up Smash - Throws a Luma up, which spins midair for a while. Hits three times, last hit has medium knockback. [19-26%]
- Down Smash - Rosalina shoots star bit explosions in front of her, then behind her. [17-23% Front, 16-22% Back]
- Neutral Air - Spins around, arms outstretched. Medium knockback, hitbox covers whole body. [10%]
- Forwards Air - Takes off her crown, then swings it forwards extremely fast. Has a medium amount of start-up lag, and medium-high knockback. [12%]
- Backwards Air - Rosalina jabs her star wand behind her. Has medium-high knockback. [12%]
- Up Air - Jabs her hand upwards. Low-medium knockback, good for juggling.
- Down Air - Thrusts both of her feet downwards. Has a small sweetspot on her shoes. If the enemy is hit there, star bits will fly and the move is a powerful spike (NOT a meteor smash). If it is not sweetspotted, it is a weak meteor smash. [3% Sourspot, 17% Sweetspot]
Grabs & Throws
- Grab - Rosalina grabs forwards. Has a short grab range.
- Pummel - Headbutts the enemy.
- Up Throw - Rosalina throws the opponent up, then hits the enemy with her wand. Medium knockback, good for a juggle setup. [7%]
- Forwards Throw - Throws the opponent forwards, then kicks them. Low knockback, enemy gets hit forwards and into the air. [5%]
- Backwards Throw - Throws the opponent backwards, then hits them with her heel. Medium knockback. [6%]
- Down Throw - Throws the opponent on the ground then shoots star bits at them. The opponent is sent upwards. [9%]
- Ledge Attack - Climbs up, then does a sweep kick. [7%]
- 100% Ledge Attack - Climbs up, then punches. [5%]
- Ground Attack - Sweeps her hand on both of her sides. [6%]
- Trip Attack - Claps her hands in front of her. [7%]
- Float - Rosalina has the ability to float, just like Peach. It is executed by holding the jump button.
- Up Taunt - Rosalina hugs a Luma.
- Side Taunt - Waves her wand around, and says "I’ll be watching you from beyond the stars."
- Down Taunt - A Luma flies around her, then disappears.
Rosalina flies in with a group of Lumas, who then fly off into the background.
Standard Special Move: Bubble Deflector - Rosalina puts up a bubble force field around her, then spins around, sparks flying out. Can reflect energy projectiles, multiplying the damage by two. The enemy will be hit with medium knockback if they are within the bubble when it activates. [7%]
Origin: In Super Mario Galaxy, when sufficient power is restored to the observatory, she would project a force field around it. Also, when you tried to jump on her, a bubble would appear.
Side Special Move: Star Bits - Swings her wand, shooting a medium-sized star bit out. The enemy can also be hit by the star wand. The wand does not have a sweetspot in this attack. The wand has medium knockback, while the star bit has little. [9% Star Bit, 11% Wand]
Origin: In Super Mario Galaxy, the player could shoot star bits by pointing with the WiiMote and pressing B.
Up Special Move: Luma Jump - Two Lumas appear and throw Rosalina up, propelling her for a great vertical distance. Rosalina is not put into her helpless mode after this is used.
Down Special Move: Sleep Attack - Rosalina waves her wand and puts the opponent to sleep. Has a short amount of range, and some lag.
Final Smash: Power Star Shot - Rosalina first shoots bubbles out of her wand, trapping the opponent into them. Then, she swings her wand, shooting a power star at the trapped opponent. Very high knockback. [50%]
Origin: Power Stars were items that contained tremendous power in the Mario games, resulting in this effect when it is used by Rosalina.