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About Deviant Premium Member Matthew Bradley24/Male/United States Groups :iconbullies-beware: Bullies-Beware
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Well, it's that time of year again - I'm going on vacation with my family! But this time, I'm merely going to a lakehouse in Minnesota for a family reunion! I'm pretty sure I'll have Wi-Fi there, so I won't be totally inactive, but then again, the last time I ignored my folks at a family reunion ended badly, so I won't be particularly active, either. ^^; See ya around!
  • Mood: Eager
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  • Playing: Pokemon Rumble World
  • Eating: Nothing
  • Drinking: Water
As those who have read my previous Super Smash Bros.-related journals will know, there were three primary characters who I really wanted to get into Brawl, and was really disappointed by the absence of - Krystal, Bomberman, and Bowser Jr.. While I am still disappointed by the (current) absence of Krystal and Bomberman, I am very, very pleased with the presence of Bowser Jr. on the roster (even though he plays nothing like I envisioned him like, he's still a very unique and fun character to use). But there's another character who I wanted in Brawl for sheer moveset potential, and with Bowser Jr. in the game for real, I have more energy to devote to backing him. This character is Vaati - the same Vaati I've been pushing to see locked in an epic duel with Sonic the Hedgehog for quite some time now. But my main reason for supporting Vaati is the fact that he could have a moveset like none other on the roster - a specialist in push and pull effects. That is, nealy all of his attacks would have some sort of windbox - hey, he's known as a wind mage, so it makes perfect sense! I'd also recommend checking out my post for this moveset on Smashboards, where I've thrown in a lot of developer commentary!

Design: Vaati appears in his human form from The Legend of Zelda: The Minish Cap. He wields a short sword, which is nothing special.

Series Symbol: The Legend of Zelda (Triforce)

Stats (Overview):

Speed: 4/5 (In terms of speed (and the rest of his attributes, for that matter), Vaati is a character of extremes. Vaati’s ground speed is kind of iffy, with a very slow walk speed and a very fast dash speed (not as fast as the likes of Charizard, Palutena, or Meta Knight, but up in the top 15). His air speed, however, is fantastic, second only to Yoshi and Jigglypuff. On the other hand, his falling speed is painfully slow, so once he gets into the air, he’s going to be there for a while.)
Strength: 1.6/5 (Vaati’s raw attack power is sorely lacking. His moves are simply pathetic in terms of damage, though their knockback is okay. However, virtually all of Vaati’s moves generate wind effects, pushing foes away even if the attack doesn’t directly hit. His Smash attacks, in particular, are essentially unavoidable due to the wind they generate. This means that the primary way he’s going to score KOs is to manipulate the wind to blow enemies off-screen. His aerials in general are also fairly strong, though not to the same extent as Jigglypuff, and he only has one midair jump, so he’s not exactly suited for Wall of Pain antics; he may have a great recovery, but he can’t go dancing about offstage like Jigglypuff, Meta Knight, or Kirby.)
Defense: 5/5 (Between his high movement speed and his penchant for wind techniques pushing enemies away from him, it can be frustratingly difficult to land a hit on Vaati. His very low falling speed does make him easy to juggle, and combined with his high, slow jumps, he can actually find it difficult to stay on the ground, but he can use his solid aerials to work around that.)
Weight: 2/5 (Vaati has the physique of a young child, so if he does get hit, he’s going to be sent reeling.)
Jump: 4.8/5 (Vaati has only one midair jump, like the majority of characters, but his jump height is second only to Falco. However, he doesn’t jump so much as lift himself upwards on the wind, so he ascends pretty slowly. This can work in his favor when trying to recover, but makes it hard for him to chase foes into the air or leap out of harm’s way. He also has a very low falling speed.)
Recovery: 5/5 (Vaati has the second-best jump height, the second-best air speed, a very slow falling speed, the ability to float like Peach, and a great up special. He can come back from pretty much anything short of being swatted directly into the blast line or meteor smashed out of his second jump. …Actually, his up special’s good enough that he can probably come back from a meteor smash, though he does have a longer-than-normal meteor cancel window so he doesn’t have it too easy.)
Special Movements: Float

Attributes (Detailed Summary):

Walking Speed: 0.905
Dashing Speed: 1.85
Air Speed: 1.25
Falling Speed (Maximum): 0.8
Falling Speed (Acceleration): 0.040
Falling Speed (Fast-Fall): 1.6 (100% increase)
Weight: 87
Jump Force (Ground):
Jump Force (Short Hop):
Jump Force (Double Jump):
Jump Delay (in frames): 8
Meteor Cancel Window (in frames): 40
Roll Length (in frames):
Roll Intangibility Frames:
Roll Distance:
Roll Speed:
Sidestep Length (in frames):
Sidestep Intangibility Frames:
Air Dodge Length (in frames):
Air Dodge Intangibility Frames:
Traction: 0.028

Vaati for SSB4 by Elemental-Aura

VAATI STIRS UP TROUBLE!

Vaati, the infamous wind mage, makes his glorious Smash debut! He moves fast on the ground and in the air, jumps high and falls slowly, and is even able to float like Princess Peach! What doesn’t he have? Well, his ability to take hits is kinda sub-par, and his attack power is just bad – he has very few moves capable of dealing double-digit damage. It’ll take him a horribly long time to rack up damage on his foes. But he has an ace up his sleeve that no other character possesses – the ability to manipulate the very wind itself. Almost every move in his arsenal generates a push or pull effect of some sort, letting Vaati toss his foes around like ragdolls without even having to touch them. This gives him both an aggravatingly hard-to-penetrate defensive game and some horrifically frightening KO moves. But he does have to fight carefully, as it’s far from impossible to fight the wind, and a foe who can manage to get to Vaati himself won’t have much trouble mopping the floor with him.

Equipment Used:

Offense: Sword, Magic Stone
Defense: Cape
Speed: Sandals

On-Screen Appearance: An altar on the stage with a sword embedded in it cracks, then explodes into rubble as Vaati breaks loose from his seal. He very briefly stretches as though he had awoken from a long nap, then picks up the sword.

Special Characteristics:

Dash: Vaati dashes by carrying himself along on the wind. This causes him to pull enemies behind him towards him, and push enemies in front of him away from him, while he dashes, similarly to Sonic’s Gravitational Spin Charge. The push effect helps space foes to be directly hit by Vaati's dash attack.
Roll: While rolling, Vaati generates push and pull effects that suck enemies towards the direction he’ll be facing after the roll.
Air Dodge: Vaati’s air dodge is slightly Melee-esque, taking away a little bit of his momentum if no direction is being input on the control stick. This can reduce knockback he sustains or slow his fall, but it can also end up reducing the height of his jumps or put a damper on his motion in midair. If a direction is being input on the Control Stick, Vaati uses a gust of wind to gently nudge himself in that direction, weakly simulating the directional air dodge of Melee (though differences between the physics of Melee and SSB4 prevents him from simulating the wavedash). Vaati does not become helpless after his air dodge, but it does have a bit more ending lag than any other air dodge in the game. Also, Vaati’s air dodge is only slightly Melee-esque; he doesn’t reset and redirect his midair momentum, like the air dodge in Melee did, he simply mitigates or amplifies the momentum he already has.

Basic Attacks:

Jab Combo:

Attack #1: Vaati swipes his sword for 2% damage. Foes a short distance away from Vaati will be pushed backwards a short distance.
Attack #2: Vaati executes a backhand slice, doing 3% damage. This generates a stronger push effect, but its range is still rather short.
Attack #3: Vaati thrusts his sword forward for 2% damage, generating a strong, but narrow push effect. The blade attack itself is a semi-spike, working in conjunction with the wind effect to make this attack a bit more dangerous than it would seem at first glance.
Jab infinite: Vaati holds his sword in front of him with the blade extended, and a strong wind billows forth from its hilt. The wind is equivalent in force and area of effect to Gust Bellows. Enemies who somehow make contact with the blade itself take 1% damage and are knocked directly into the wind vortex.
Jab finisher: Vaati executes an overhead chop, doing 3% damage. This generates a push effect with decent range that pushes foes downwards and away from Vaati, but only affects foes in front of him.

Jab Combo Commentary: Vaati’s penchant for push effects actually works against him here, as it makes it difficult for him to score consecutive hits. However, it does make his jab combo able to force foes away from Vaati, so it’s an effective spacing tool. Then again, so is nearly every other move he has.

Tilt Attacks:

Forward Tilt: Vaati forcefully swipes his sword, dealing 4% damage and knocking enemies away. He also generates a wind shockwave that has good range, does 1% damage, and has high knockback. The sword swipe is likely to knock enemies into the shockwave.
Up Tilt: Vaati pokes the air with his sword, dealing 4% damage and launching them straight up. Foes directly above Vaati will be pushed upwards a good distance, enough so to push them past the upper blast line if they’re already near the top of the screen.
Down Tilt: Vaati slowly floats up into the air, then suddenly slams himself down onto the ground, generating blasts of wind that practically fling characters to his left or right far, far away. Those unlucky (or, more likely, idiotic) enough to be caught directly underneath Vaati as he crashes down takes 18% damage – the single strongest hit in Vaati’s arsenal. However, this move’s start-up lag is very, very bad, even worse than Ganondorf’s Volcano Kick, which means that Vaati is wide open as he rises up into the air. Even if Vaati isn’t interrupted, however, he takes 2% damage as recoil from the force of his impact with the ground. Also, while the push effect’s horizontal range is immense, its vertical range is less so, reaching about 3/4ths as high as Palutena’s up-smash. This means that foes high above Vaati will be unaffected. It also doesn’t reach very far below Vaati, to the point where if Vaati uses this attack on the top platform of Battlefield, enemies on the left or right platforms can avoid being hurled away by the wind simply by crouching (unless they’re someone whose crouch doesn’t decrease the size of their hitbox very much; for example, Samus).

Dash Attack: Vaati suddenly blinks out of existence and reappears a short distance away, in the direction he was headed. Anyone caught in between the point where Vaati vanished and the point where he reappeared are flung in front of him by a magical sonic boom. If Vaati reappears on top of a foe, they take 6% damage and get launched up into the air; the knockback is technically strictly vertical, but they also get pushed a fair distance forward by the aforementioned sonic boom. Also, because this attack involves Vaati teleporting, he is completely intangible for a few frames during the warp.

Ledge Attack: Vaati gently pushes himself back onto the stage with a gust of wind. As he does so, a wave of purple spikes ripples along the ground for a short distance, popping foes up into the air for 5% damage.

Rising Attack: Vaati launches himself into an upright position with a blast of wind, tackling foes directly in front of him for 4% damage and blowing foes behind him away with the force of the wind. The wind technically pushes enemies at a downward angle, but considering that this is exclusively a grounded attack, that’s unlikely to come into play.

Smash Attacks:

Forward Smash: Vaati performs a roundhouse sword slice, putting all the effort he can muster into the swing. The sword slice itself does 7%-9.8% damage, but also generates a brief, but intense wind effect across the entire screen, pushing foes in the direction Vaati performed the Smash attack (think Latias and Latios flying across the screen, but with a slightly stronger wind, and you have the general idea). Thus, if foes are close to that blast line… well, they’re doomed. It’s also good for messing up recoveries.
Up Smash: Vaati’s hat glows, then unleashes a pillar of baleful red light that does 7%-9.8% damage to anyone caught in the blast. Victims are launched straight up. The attack also generates a brief, but intense wind effect from the bottom of the screen all the way to the top, pushing foes up into the air. Anyone who’s near the upper blast line when Vaati performs this move will be KO’d as the wind pushes them up and off the screen. Characters caught in the pillar of baleful light will be caught in the wind blast afterwards.
Down Smash: Vaati generates orbs of electricity in each of his hands and violently slams them into the ground, generating explosions to each side of him that do 10-14% damage at point-blank range and 7-9.8% damage a bit further away, and launch foes directly to the side. At the same time, he generates a violent downwards blast of wind from the top of the screen, pushing all airborne enemies directly down to the ground (or the bottom blast line) and tripping all enemies on the ground (unlike Inkay, this doesn't cause any damage).

Smash Attack Summary: Vaati’s Smash Attacks, with their secondary wind effects covering the entire screen, seem overpowered at first glance in spite of their horribly low damage output. However, they all have pretty bad start-up and ending lag; the lag isn’t horrible, but it does provide just enough of a window between wind blasts for even the slowest of characters to have a chance to regain their footing and close the distance on Vaati. So, while they can be very effective at spacing or scoring KO’s when used to catch foes off-guard, trying to spam them isn’t a good idea.

Aerial Attacks:

Neutral Aerial: Vaati wraps himself in a hurricane that blows everything around him away. Those caught in the hurricane itself, taking the shape of a giant buzzsaw made of wind which rotates counterclockwise, are hit repeatedly, taking a total of 5% damage, and launched on the final hit. Those a bit farther away are blown directly away from Vaati, as if affected by the scream of the Master Giant.
Forward Aerial: Vaati, firmly clutching the hilt of his sword, swoops through the air directly in front of him, similarly to Tabuu’s Diving Slash attack in Brawl, impaling enemies in his way for 7% damage and semi-spiking them. Vaati’s flight generates a wind current around him, which carries foes above and below him along for the ride. This may not be a good thing, as it can put them in a prime position to punish Vaati during the attack’s horrendous ending lag and even more horrendous landing lag (if Vaati lands in the middle of this move’s animation, he basically faceplants and skids some distance across the ground). However, the sheer distance this move covers makes it an excellent horizontal recovery tool, and towards the end of the attack, the wind’s angle changes slightly to pull foes towards Vaati’s sword, which means that if they’re too reckless in trying to punish Vaati, they may find themselves getting stabbed.
Back Aerial: Vaati does a backflip in midair, holding his sword out to perform a vicious downward slash for 9% damage. This is one of Vaati’s few moves without any sort of push or pull effect associated with it. However, it is a very fast and potent meteor smash, with very quick startup lag and a relatively long active window – while there is a sweetspot that must connect for the move to meteor smash, the sweetspot is the entire length of time that Vaati is bringing his sword downward, hanging inverted in the air, before flipping back over to have his feet pointing towards the ground (so, all but the first few and last few active frames of the attack). Thus, it’s a very easy meteor smash to use, and the knockback is quite high, making it a solid edgeguarding KO move. In fact, the knockback is good enough that it’s even capable of KOing onstage at relatively low percentages, like Ganondorf’s down aerial (though it’s not quite as strong as that move). This move does have its issues, though; namely, relatively short range, fairly bad ending lag, and absolutely horrible landing lag. (Hey, you try to do anything in a hurry after landing on your head.)
Up Aerial: Vaati’s hat rears back, generating a vortex that sucks in enemies within a large hemicircular area around Vaati (it can’t affect anything below him, nor can it pull a character through a platform). After a second of pulling, or once the attack button is pressed again, the hat flails about wildly, slapping enemies that were pulled in close enough for 4% damage and launching them upwards. The hat’s flailing also reverses the direction of the vortex, so that enemies are blown away instead.
Down Aerial: Vaati generates a red laser beneath his feet and fires it straight down. The laser does 7% damage to those it hits, assuming that they get hit near Vaati’s feet, and weakly meteor smashes them; its range is long, but not overbearingly so, and it is very narrow. The laser actually has multiple hitboxes, with hitboxes farther away from Vaati doing less damage but having slightly greater knockback. Foes who have little damage and get hit near Vaati are likely to be knocked into the rest of the laser, causing a natural combo. Foes with high damage are more likely to be slammed into the ground before the rest of the laser can make contact with them. While firing the laser, Vaati releases a gust of wind beneath him, gently pushing foes towards the ground in a wide area beneath him. This move has very little landing lag, and its ending lag isn’t that bad either (though the landing lag is better). However, it does have moderate startup lag, and its active duration is very long, meaning that it has to be used with caution when below the stage, to say nothing of the fact that Vaati is left wide open to attacks not coming from below him. However, it is both one of Vaati’s most damaging attacks and a good way to mess with foes who are trying to recover.

Throws:

Grab: Vaati generates a tornado and sends it forward. If the tornado seizes a foe, it traps them and returns to Vaati. This is a very long-ranged grab with very little end lag; however, characters can begin trying to escape as soon as they’re caught in the tornado, which means that by the time the tornado gets to Vaati and he’s able to pummel or throw his victim, they’re already part of the way to escaping his grasp (or, if their damage is low, they may have been able to escape outright before Vaati has any window of opportunity to do anything with them whatsoever).
Pummel: Vaati cuts the trapped enemy with his sword for 2% damage.
Forward Throw: Vaati commands the tornado to fly forward, potentially carrying the victim off the screen. The victim can still escape before the tornado actually leaves the screen. If the tornado flies into a wall, it ejects the victim straight up, dealing 5% damage. The tornado can travel up a slope that a character could walk up, but is not affected by gravity. Characters that the tornado collides with get knocked up into the air, taking 3% damage. It’s entirely possible to attack the character stuck in the tornado, and if the knockback is strong enough, launch them out, similarly to launching a buried character.
Back Throw: Vaati conjures up 3 energy orbs a moderately large distance in front of him and commands them to fly towards him, slamming into the foe and launching them behind him. Each energy orb does 5% damage, so if all 3 hit, that’s 15% damage – rather high by Vaati’s standards. However, the foe can escape the tornado before the energy orbs hit them, in which case the orbs are likely to hit Vaati instead. The energy orbs generate a weak push effect that pushes characters ahead of them (though their speed is greater than their push force, so they will eventually slam into a character that gets in their way). Vaati is unaffected by the push force of his own orbs, and the throw victim is unaffected while stuck in the tornado.
Up Throw: Vaati simply has the tornado spit the victim out, launching them up into the air for 6% damage, and conjures a wind blast to blow them higher into the air. This is Vaati’s most straightforward throw, and the only one that can’t be escaped mid-execution.
Down Throw: Vaati conjures a mystic orb while holding his foe in the tornado and engulfs the enemy in it, turning them to stone, then shatters them. This is an instant KO, but takes a long time to execute, and the foe can continue trying to break free during the entire animation; thus, Vaati is unlikely to actually successfully engulf the enemy with the orb until they’ve reached 120% or so damage (at which point it’s very unlikely that they’ll break free before the animation is completed). No push or pull effects are generated during the throw, and if the foe is not hit by the orb, the throw does nothing.

Throw Summary: Vaati has some very unconventional throws, and they are quite powerful; his forward and down throws in particular are capable of instantly KOing victims. However, Vaati is the only character other than Kirby whose throws can be escaped while they are in progress, and the only character whose grasp can be escaped before he has any opening whatsoever to execute a pummel or throw. As for the down throw, it is a direct reference to The Legend of Zelda: The Minish Cap, in which Vaati turns Princess Zelda to stone at the beginning of the game... only, it has a more pragmatic twist to it, befitting its inclusion in a fighting game.

Special Moves:

Neutral Special (Default): Wind Blast: This is an auto-charge special in which Vaati builds up power within his body, then violently releases it to blow opponents within a fair distance of him a long, long way away. It functions very similarly to Master Giant’s shout, with the push force and range being determined by how long it was charged; at full charge, it reaches out slightly farther than halfway across Final Destination (assuming Vaati is standing on the edge) and pushes foes strongly enough to launch them right off the screen at damage higher than 60%. Charging it fully takes 4 seconds. The attack does not do any damage; it simply pushes foes away from Vaati. Compared to the alternate versions, this is a low-risk, low-reward move.
Neutral Special (Custom 1): Intense Wind Blast: This version is not an auto-charge special, instead functioning more like Ike’s Eruption; that is, the charge cannot be stored for later, but it can be released at any point. At low charge, it’s barely stronger than the default version; at higher levels, the difference is much more noticeable, with the fully-charged blast being between the default version and Hyper Wind Blast in terms of range and push force. This is a medium-risk, medium-reward move.
Neutral Special (Custom 2): Hyper Wind Blast: This version is not an auto-charge special, nor can it be manually canceled; once initiated, Vaati is committed to performing it at full power, which means that he’s very, very vulnerable. However, if he pulls it off, the wind blast covers the entire stage and is very, very strong; so strong, in fact, that anyone who isn’t positioned directly between Vaati and a floor, wall, or ceiling is practically guaranteed to be pushed beyond a blast line. But with the 4-second start-up time, it’s very hard to pull off. This is a high-risk, high-reward move.

Side Special (Default): Repulsor Gale: Vaati generates a barrier of wind directly in front of him, which repels opponents (and also stops their attacks cold) and reflects projectiles. Vaati cannot move while he has the barrier active, but he can rotate it around himself with the Control Stick.
Side Special (Custom 1): Rejection Gale: Instead of a barrier, Vaati generates a stream of wind, similar to Gust Bellows, that he can freely aim around himself. It cannot reflect projectiles, though, and Vaati is immobile while he maintains the gust.
Side Special (Custom 2): Petrify: Instead of a barrier or wind stream, Vaati charges up, then fires a beam from his hand. It can be aimed before firing in the same fashion as redirecting his other side specials; it takes 1.5 seconds to fire the beam. This beam petrifies anyone it hits, similarly to Vaati’s down throw, but does not immediately shatter its victim. To shatter a character and score a KO, one has to hit them with attacks worth a total of 40% damage, with the final hit being granted the KO. The petrified character cannot move, but can shake off the effect with vigorous button mashing. The higher a character’s damage, the more difficult it is to break free from petrification. Petrified characters do not take damage (with all damage that they would take instead being used to shatter them), nor can they sustain knockback or be grabbed. The petrification beam travels marginally faster than Samus’s Charge Shot, and its maximum travel distance is a bit less than halfway across Final Destination. It cannot penetrate characters, nor does it travel through terrain; it stops at the first entity it hits. This attack generates no push or pull effects, nor can it reflect projectiles or stop attacks. Amusingly enough, Kirby cannot be petrified (by this move, anyways; the down throw still works normally); getting hit with this attack simply forces him to immediately perform his down special. (Trying to petrify a guy who can already turn himself to stone isn’t exactly the most effective attack strategy.)

Up Special (Default): Wind Walk: Vaati halts in midair, and a cursor appears beneath his feet. By moving the Control Stick (or whatever’s used for your control scheme), a path of solid wind is drawn using the cursor. The cursor remains on-screen for 2.5 seconds, after which Vaati automatically glides along the path at a moderately quick pace (equivalent to Mario’s running speed), plowing through anyone in his way for 2% damage on contact; the path collapses behind Vaati, blowing characters in the opposite direction. When Vaati reaches the end of the path, he simply falls off and can use any of his aerial attacks or moves except for another Wind Walk; he can even use his second jump if he hasn’t already done so. The path is semi-solid, and other characters can walk on it as though it was a platform or have their movement blocked by it as though it was a wall. It can also be attacked. If the path takes 40% or more total damage, or a character is launched into a segment of the path vertical enough to serve as a wall upon taking knockback above a certain threshold, the path shatters, causing Vaati to unceremoniously tumble off, and he becomes helpless; the same thing happens if Vaati tries to walk through something that he can’t actually pass through, like a solid platform or wall. (The cursor can’t actually go through terrain that a character can’t pass through themselves, but it can hug it closely enough that Vaati could potentially draw a path that gets him stuck.) If a character is launched into the path with enough force to shatter it, they will pass right through as though it wasn’t there (because, well, it no longer is). Still, the fact that the path is capable of being attacked means that it can intercept some attacks, particularly projectiles, allowing it to serve as an impromptu shield. Vaati has mild flinch and launch resistance during the move, but a strong enough attack can still knock him off the path. The path’s endpoint can be set prematurely, allowing Vaati to begin his wind walk early at the cost of less distance, by releasing the special button before the cursor expires on its own.
Up Special (Custom 1): Quick Wind Walk: The cursor lasts for 1.5 seconds, but moves much more quickly, allowing Vaati to draw his path more swiftly. The increased speed counterbalances the reduced duration to make the maximum distance slightly greater than the default version, at the cost of precision. Vaati also moves more quickly along the wind path once he’s drawn it, and the wind path can only sustain a maximum of 30% damage before shattering.
Up Special (Custom 2): Blackjack Wind Walk: The cursor lasts for 5 seconds, allowing Vaati to create a longer path, and the path can sustain a maximum of 45% damage before shattering. This extends his recovery. However, the longer duration makes the path more vulnerable to being shattered (despite its slightly increased health), and unlike the other two versions, Vaati still falls, albeit at a reduced rate, while drawing the path, making it a little risky to use. The real risk, however, comes from the fact that if Vaati maintains the cursor for the full 5 seconds, he misses his wind path entirely, failing to go anywhere at all, and adding insult to injury, he becomes helpless as though the path had been shattered, which may result in him falling to his doom. Thus, this is a highly efficient recovery that is prone to utterly failing if overstretched. Note that if Vaati misses the path, it promptly disintegrates.

Up Special Commentary: This move is one that I came up while thinking of a way to integrate the touch screen of the 3DS and GamePad into the gameplay; thus, playing the 3DS version or with the GamePad allows you to draw the path with the stylus, but this may be less practical than using the cursor. The move’s function is largely inspired by Kirby: Canvas Curse and Kirby and the Rainbow Curse. I decided to use Vaati for it because he could justify it with his wind-manipulation abilities. As for the third variant, I initially called it “All-or-Nothing Wind Walk”, until I realized that its failure condition was letting the cursor expire on its own, so going all-out makes you crash and (possibly) burn. I switched it to “Blackjack Wind Walk” in reference to the card game, where having a hand worth more than 21 points causes you to go “bust” and score nothing.

Down Special (Default): Cyclone: Vaati strikes a casting pose, causing him to be surrounded in a tempest of high-intensity wind. This wind is so intense that it actually damages foes, trapping them inside and dealing roughly 2% damage per second. There is also a vacuum effect that tries to pull foes into the damage zone, which affects the entire stage and is rather strong. Vaati can only maintain the cyclone for up to 8 seconds at a time, after which he’s left vulnerable as he takes a breather. Foes trapped in the cyclone will be launched away as it ends. It doesn’t have a recharge time per se, but the longer Vaati maintains the cyclone, the longer he’ll have to rest afterwards.
Down Special (Custom 1): Lightning Cyclone: The high-intensity tempest is laced with lightning, increasing its damage output to 4% damage per second. However, the vacuum effect pulling foes into the cyclone is weaker, and it can only be maintained for a maximum of 6 seconds (but with slightly increased ending lag per second, so a maximum-length Lightning Cyclone has the same ending lag as a maximum-length Cyclone).
Down Special (Custom 2): Flaming Cyclone: The high-intensity tempest is cloaked in flame, increasing its damage output to a whopping 6% per second. The vacuum effect pulling foes into the cyclone is marginally weaker than the default version (much greater than Lightning Cyclone), and the maximum length and ending lag per active frame are the same as the default version. However, Vaati is practically roasting himself alive in the eye of the storm, and takes 2% damage per second while maintaining the cyclone as a consequence.

Final Smash: Vaati’s Wrath: Vaati transforms into his final form from The Legend of Zelda: Four Swords and flies up to the top of the screen, generating a tornado beneath himself (like he does in his first form from said game). For the duration of the Final Smash, there is a strong pull effect from both sides of the screen that carries characters upwards and towards the tornado. The tornado covers the entire center of the screen, making this Final Smash utter hell to avoid on small stages. Characters caught in the tornado are carried up to Vaati, taking damage steadily, and ultimately launched off the top of the screen. While all this is going on, balls of electricity rain down on the stage. They do 8% damage each and do little knockback, but getting hit by them causes significant hitstun that can greatly hinder efforts to stay out of the tornado. The Final Smash lasts for 20 seconds, with Vaati transforming back into his human form and dropping back onto the stage afterwards.

Taunts:

Up Taunt: Vaati raises his sword above his head and faces the screen, in the classic Zelda “Item Get” pose.
Side Taunt: Vaati faces the screen, takes his signature pose from The Legend of Zelda: The Minish Cap, and chuckles.
Down Taunt: Vaati conjures a small cyclone in his hand, then releases it. This taunt pushes characters away from Vaati as it ends.

Victory Theme: The Legend of Zelda victory theme

Victory Taunt A: Vaati turns to face away from the screen and chants ominously, with his hair billowing in the wind. The victory theme is supplemented with the chime of a bell at the very end.
Victory Taunt B: Vaati flies in, swoops down, seizes a randomly selected female Mii saved to the system in a tornado, and flies away with them as they struggle in vain to escape. As Vaati flies away with his victim, he lets out a deep chuckle – his original laugh from The Legend of Zelda: Four Swords. If he was up against a female fighter (including a female Mii Fighter), he may be seen capturing them instead, and they will not be shown clapping at the results screen (though there’s always the chance that he’ll just kidnap a random female Mii instead). When winning against certain characters, he may very rarely be seen capturing their love interests instead of a random female Mii or female opponent (ex. victory against Fox results in Vaati kidnapping Krystal, victory against Sonic results in Vaati kidnapping Amy Rose, victory against Shulk results in Vaati kidnapping Fiora, etc.), though he’ll never be seen kidnapping a playable character who didn’t partake in the battle (so, for example, he won’t be depicted kidnapping Peach as a result of defeating Mario). Vaati only kidnaps one character per match.
Victory Taunt C: Vaati laughs wickedly and transforms one of his defeated foes into a hat, then proceeds to laugh at their misfortune. The unfortunate victim is not shown clapping at the results screen.

Victory Taunts Summary: As cool as Vaati’s moves may be, we have to remember that he’s a villain, and a pretty despicable one at that. Therefore, two out of his three victory taunts are directly designed to rub his victory in the losers’ faces, and the third is just plain horrifying in context. For those who don’t get what I mean; Vaati’s Victory Taunt A is the same pose he’s in during the bad ending of The Minish Cap, after he has just finished draining the Light Force from Princess Zelda – killing her in the process and obtaining godlike power, with the implication that he’s about to take over the world and murder several more people in the process. As for the other two… Victory Taunt B is arguably even more horrible than Victory Taunt A, as it depicts him kidnapping a helpless woman, with the implication that he’s going to rape her later. Repeatedly. Yikes. (And no, I’m not pulling this out of my arse; Vaati’s pervert credentials are established in The Legend of Zelda: Four Swordsthe very first game he appears in – when he abducts Princess Zelda with the intention to force her to marry him.) Victory Taunt C, while always rubbing Vaati’s victory in someone’s face and not being as subtle about it as the other two, is probably the tamest of the three – and considering that it involves someone being transformed into a hat, that speaks volumes about how heinous the other two are. It is, however, a reference to one of Vaati’s canonical misdeeds, just like the other two; in this case, it’s a reference to what Vaati did to his mentor, Ezlo, after stealing the Mage’s Cap from him to become a sorcerer.
  • Mood: Artistic
  • Listening to: Knight of the Wind
  • Reading: Nothing
  • Watching: Nothing
  • Playing: Super Smash Bros. 4
  • Eating: Nothing
  • Drinking: Water
I have written a lot of journal entries over my DeviantART career. So I decided to make a quick, easy-access list of the ones I find myself going back to again and again.

  • Mood: Helpful
  • Listening to: "Don't Drink the Water" by the Dave Matthews Band
  • Reading: Nothing
  • Watching: Nothing
  • Playing: Kirby Mass Attack
  • Eating: Nothing
  • Drinking: Water
The continuation of my SSB4 Bomberman moveset - arguably my magnum opus in the Smash community (especially if it actually makes it into the game... I'm getting excited just thinking about that)!

Aerial Attacks:

Neutral Aerial: Bomber Jet Loop: Bomberman activates the Bomber Jet and does a quick loop-de-loop, burning foes with the flames from the jetpack for 10% damage. Bomberman himself is the attack’s sourspot, capable of ramming foes for 6% damage. The sweetspot semi-spikes. This attack completely cancels Bomberman’s midair momentum, which means that it can be used to negate being launched after the hitstun has worn off, or it can be used to delay Bomberman’s descent and throw off incoming attacks. However, like many aerial attacks that mess with their users’ midair momentum, it has rather bad ending lag.
Forward Aerial: Bomb Dunk: Bomberman pulls out a bomb and flings it downwards at a diagonal angle. The bomb does 6% damage on impact. The bomb-flinging animation is itself an attack, doing 7% damage (8% if Bomberman fails to pull a bomb) and acting as a weak meteor smash sending the foe diagonally downward. This move is slightly laggier than his down aerial, both in terms of start-up and cool-down.
Back Aerial: Bomber Jet Boost: Bomberman activates his Bomber Jet, propelling himself straight up (with his midair momentum maintained). The flames from the Bomber Jet burn foes for 10% damage, while Bomberman himself headbutts foes above him for 5% damage. This attack can aid in recovery, and accordingly has a short cooldown time to prevent abuse, though Bomberman can still use his other aerial attacks during the cooldown.
Up Aerial: Bomb Fling: Bomberman quickly pulls out a bomb and swings it backwards over his head before throwing it behind him. The bomb swing does 9% damage, while the bomb throw does 4% damage on impact. If Bomberman can’t pull a bomb, he simply swings his arms over his head, doing 6% damage and knocking foes behind him.
Down Aerial: Bomb Drop: Bomberman drops a bomb below him. This is very quick, but the bomb only does 1% damage on impact, and unlike his forward and up aerials, this attack will fail entirely if Bomberman has too many bombs out.

Throws:

Grab: Bomberman reaches out to grab the foe with his right arm, similarly to Mega Man.
Pummel: Bomberman bops his foe in the face with his left arm for 2% damage. A bog-standard pummel.
Forward Throw: Foe Throw: Bomberman hoists the foe over his head, dealing 3% damage as he does so, and can carry and throw them as though they were a bomb (see his neutral special for details). Throwing the foe does 9% damage with good knockback. Bomberman can also use a carried opponent as a shield via his Bomb Barrier, forcing them to take an attack that was meant for him (no barrier is generated); if Bomberman is attacked from the front while holding a foe in this fashion, he is unaffected and the foe takes the hit in his place (as long as the attack isn’t unblockable), even if the attack would normally be able to pierce through and hit multiple opponents. (Note that if Bomberman's grabbed opponent is KO'd as a result of being used as a human(?) shield, the KO will be scored by whomever struck the foe, not Bomberman.) The foe can escape from Bomberman’s grasp at any point before he throws them, including while he is trying to use them as a shield.
Back Throw: Bomb Sandwich: Bomberman drops a couple bombs behind him, one bouncing on top of the other, then puts the foe in between them to get helplessly bounced between them, dealing 1% damage per bounce, until the bombs explode. The foe can use smash DI to escape, in which case the bombs just kinda collapse onto the ground. If Bomberman tries to use this when placing two bombs would put him over his limit, or he currently has an item-based bomb equipped rather than one of his own, the bomb sandwich fails entirely and the foe just goes splat on the ground for 3% damage. In this case, they’re able to tech, and if they do, might be able to get a free hit on Bomberman before he can react.
Up Throw: Piledriver: Bomberman flies straight up into the air with the Bomber Jet, then swoops back down towards the ground, flinging the foe at the ground right before impact for 18% damage, while he levels out his flight, then goes upright, rises up into the air, hovers down, and lands on his feet. The victim bounces up after being hurled at the ground, but it’s possible for them to tech. The throw can KO at 130%, making it Bomberman’s fourth-strongest non-bomb KO move.
Down Throw: Bomb Break: Bomberman slams his foe onto the ground for 5% damage, and drops a bomb on them for 3% damage. This pins the foe under the bomb, like his jab finisher. The foe cannot tech unless Bomberman fails to pull a bomb.

Special Moves:

Neutral Special (Default): Bomb Throw: Bomberman pulls out a bomb, hoisting it over his head, and holds it for as long as the special move button is held down. Its detonation timer does not begin until he releases it. As Bomberman continues to hold a bomb, he pumps it up to grow up to 3 times its normal size, a process which takes 3 seconds. Pumped-up bombs do twice their usual damage and knockback, and have a tripled explosion radius, along with increased effects (as detailed below), though they also take 1 second longer to explode. If Bomberman releases his bomb before it is fully pumped up, it reverts back to normal. While holding a bomb, Bomberman moves as if he was using a Hammer, meaning that he can only walk and jump off the ground; however, he can also use his shield, which causes him to lower his bomb in front of him, generating a barrier in front of him, called a Bomb Barrier, that’s 4 times as resilient as a normal shield, but only protects him from the front. Using the Bomb Barrier also stops Bomberman’s bomb from pumping up and causes it to lose its charge if it is not already fully pumped up, and he cannot walk or roll while using the Bomb Barrier (though he can sidestep). A pumped bomb can yield a stronger Bomb Barrier than a normal bomb, with 5 times the resilience of a normal shield. When Bomberman throws the bomb, it flies forward in an arc, landing several feet in front of him. However, the throw’s power and angle can by influenced by tilting or tapping the Control Stick while throwing, similarly to Yoshi’s Egg Throw, but with more precision. If Bomberman releases the bomb while using the Bomb Barrier, he drops it directly in front of him. If Bomberman is hit while carrying a bomb, he immediately drops it. The bomb can also end up taking an attack itself, which can potentially protect Bomberman from the attack, but will knock the bomb out of his hands (if it doesn’t set the bomb off). A thrown bomb does 5% damage on impact, or 12% if pumped up. Bomberman can also use this special while right next to a bomb deployed by himself or another Bomberman to pick it up (or possibly even catch it in midair) and hoist it over his head like he just pulled it out, freezing its detonation timer (or, if it was due to explode within 1 second, setting the timer to 2 seconds) and pumping it up if it is not already pumped up. The following list describes additional effects of pumped bombs. Bombs not mentioned here simply have larger explosions and increased damage and knockback when pumped up.
Pumped-Up Fire Bomb: The Fire Bomb explodes like a mix of a Smart Bomb and an X Bomb (though unlike either, it only hits once), with 4 narrow projections in a cross shape that extend outwards from the spherical explosion to extend its range in a narrow area. However, the flaring out is weaker than the main explosion, with 4/5 the power of a standard Fire Bomb explosion.
Pumped-Up Ice Bomb: Spikes of ice protrude from the explosion, making it take the shape of a stereotypical sun.
Pumped-Up Wind Bomb: Twisters are released from the explosion, flying a moderate distance in the cardinal directions. They have the same damage and knockback as a non-pumped Wind Bomb.
Pumped-Up Lightning Bomb: Cylindrical rings of electricity are launched outwards from the explosion, wrapping around it. The rings last longer than the explosion itself does, and characters caught by the main explosion are likely to be launched into the rings, which will promptly launch them in the opposite direction. The rings only hit once and do 32% damage (compared to the 44% of the main explosion), but a character hit with both the main explosion and the rings will be in a world of hurt.
Pumped-Up Napalm Bomb: The Napalm Bomb explodes like a mix of a Smart Bomb and an X Bomb, with 4 narrow projections in a cross shape that extend outwards from the spherical explosion to extend its range in a narrow area. However, the flaring out is weaker than the main explosion, with 4/5 the power of a standard Napalm Bomb explosion.
Pumped-Up Water Bomb: More water droplets are released.
X Bomb: X Bombs cannot be pumped up. In fact, when Bomberman pulls an X Bomb with this special, he doesn’t hold it like his other bombs; instead, he carries it normally, as though he picked it up off the ground.
Gooey Bomb: Gooey Bombs cannot be pumped up. In fact, when Bomberman pulls a Gooey Bomb with this special, he doesn’t hold it like his other bombs; instead, he carries it normally, as though he picked it up off the ground. A Gooey Bomb can go off in Bomberman’s hands if he doesn’t throw it quickly enough.
Bob-Omb: Bob-Ombs cannot be pumped up. In fact, when Bomberman pulls a Bob-Omb with this special, he doesn’t hold it like his other bombs; instead, he carries it normally, as though he picked it up off the ground. A Bob-Omb can go off in Bomberman’s hands if he doesn’t throw it quickly enough.
Smart Bomb: Smart Bombs cannot be pumped up. In fact, when Bomberman pulls a Smart Bomb with this special, he doesn’t hold it like his other bombs; instead, he carries it normally, as though he picked it up off the ground.
Neutral Special (Custom 1): Multi-Bomb: Bomberman’s bomb limit is increased by 4, and he pulls bombs slightly faster. However, it takes him 6 seconds to pump up a bomb, rather than the usual 3.
Neutral Special (Custom 2): Weird Bomb: Bomberman’s bombs deal 1.1 times their normal damage and knockback, but also have their explosion timers increased by 1 second. They can behave normally, or have additional effects. The additional effect is selected by pressing the attack button while Bomberman carries the bomb.
Standard Bomb: These bombs behave normally (aside from the aforementioned explosion delay).
Bouncy Bomb: These bombs bounce around uncontrollably and unpredictably for 8 seconds after being deployed. (Most bombs will have gone off by the time they’d be done bouncing.)
Power Bomb: These bombs have much bigger explosions.
Dangerous Bomb: These bombs explode in a tic-tac-toe-board shape.
Cross Bomb: These bombs have doubled range, but only explode in the cardinal directions, just like X Bombs.
Homing Fire: Instead of their regular explosions, these bombs release a projectile that hunt enemies down for a brief period of time (3 seconds for most bombs, 5 for Napalm and Gravity bombs, 2 seconds for water bombs (along with an increased projectile count)). The projectile will chase the nearest enemy, and moves at a moderately quick pace, though not so fast that characters with below-average speed can’t run away from them (the only characters who can’t outrun these projectiles in any way are Ganondorf, Robin, and Corsola (Jigglypuff can’t outrun them on the ground, but can in the air), though with a good amount of distance, they can still stay away until they expire).
Homing Bomb: These bombs do not remain still, instead following foes until they explode. However, they are affected by gravity as normal, meaning that they can easily be avoided by staying airborne, unless Bomberman chases them down and knocks them into the air shortly before they explode. They can also be tricked into sliding off the stage, and they only account for the horizontal position of the nearest enemy, meaning that they can get a bit confused on stages with multiple platforms with different elevations.
Landmine: These bombs burrow into the ground where they hit, and will explode immediately if a foe steps on them (the exceptions being Napalm Bombs, which give a 1.5-second warning, and Gravity Bombs, which give a 2-second warning). Bomberman can set off his own landmines.

Side Special (Default): Bomber Jet: Bomberman straps on his Bomber Jet and begins to fly forward at a speed equal to his normal walking speed. He can slow down to a snail’s pace by holding back or speed up to roughly Greninja’s running speed by pressing forward. Regardless of speed, he cannot damage foes on impact. He can also steer up and down during the move to ascend or descend (though not as fast as the Bomber Copter), and cancel the move by touching down onto the ground. He can switch between bombs with the special move button and fire bombs straight forward with the attack button. Bombs launched via the Bomber Jet fly straight ahead at a speed equivalent to Fox’s running speed, have their explosion timer cut by half, and explode on impact, dealing 4% damage on impact. Napalm and Gravity Bombs do not explode on impact; instead, they stop dead in their tracks, dealing a small amount of knockback, and drop to the ground. Bomberman can hold the attack button to charge up his shot, allowing him to shoot up to 4 bombs at once in a spreadshot, similarly to his Forward Smash. If Bomberman does not touch down during his flight, the Bomber Jet shorts out after 8 seconds, rendering Bomberman helpless. Its speed and duration make it better than the Bomber Coper for horizontal recoveries, but be careful; if Bomberman flies past the edge, he has no way to turn back, making it very likely that he’ll self-destruct. It’s also entirely possible to fly past the top blast line and self-destruct if you ascend recklessly.
Side Special (Custom 1): Mach Bomber Jet: Bomberman straps on his Bomber Jet and surges ahead an incredible distance – enough to cross the entirety of Battlefield – before the Bomber Jet shorts out. (The Bomber Jet shorts out based on distance, not time.) He moves at a speed equivalent to Greninja’s running speed. He can steer up and down during his flight, and cancel it by touching the ground. Anyone he crashes into takes 10% damage and is launched at the Sakurai angle. Bomberman can switch between bombs using the special button and launch bombs forward with the attack button, but he cannot charge up bombs like the default version. Bombs still explode on impact, dealing 4% damage on impact in addition to the explosion. Be careful; if Bomberman flies past the edge, he has no way to turn back, making it very likely that he’ll self-destruct. This move is meant for quick charges and simple recoveries more than bombing runs.
Side Special (Custom 2): Bomber Jet Swerve: Bomberman straps on his Bomber Jet and flies forward at a pace roughly equivalent to Marth’s running speed, traveling a bit more than a third of the length of Battlefield. He then performs a Star-Fox-esque U-turn to fly in the opposite direction, going back to where he started (albeit at a greater altitude). He then does another U-turn to fly to his original destination before the Bomber Jet shorts out. This move cannot be canceled or steered at all, though Bomberman can still fire bombs and change his equipped bomb, as well as charging up bombs like the default version. He can fire bombs at an upwards angle, or even straight up, if he fires during his U-turn. He can also do 5% damage on impact, with weak knockback. This variant is intended for attacking in both directions.

Up Special (Default): Bomber Copter: Bomberman deploys his Bomber Copter and begins to fly around. He can move around freely, similarly to Pit’s Wings of Icarus from Brawl, for about 6 seconds. While flying with the Bomber Copter, he can drop bombs below him with the attack button. Holding the attack button lets him charge up his drop to drop up to 4 bombs at once in a spreadshot, similar to his Forward Smash. Dropped bombs explode on impact (except in the cases of Napalm and Gravity Bombs), and do 3% damage on impact in addition to the explosion. The special button can be used to switch between bombs. The copter itself can be used to attack by flying up below enemies, rapidly hitting for 1% damage per hit (hits once every 5 frames), but using it in this way slightly reduces remaining flight time (by about 0.03 second per hit). Bomberman becomes helpless upon the flight’s conclusion.
Up Special (Custom 1): Bomber Copter Drop: The Bomber Copter lasts for 8 seconds, and bombs can be dropped more quickly. Charging a bomb drop to drop several bombs at once is also faster. The Bomber Copter’s horizontal movement speed is also increased a bit, and each hit with the rotor blades only reduces the remaining flight time by 0.02 second per hit. However, the Bomber Copter’s vertical movement speed is slightly reduced (so its vertical recovery distance is actually a little bit shorter than the default option), its rotor blades hit a little less rapidly (hits once every 6 frames), and dropped bombs do not explode on impact. Overall, this version is less about aggressive bombardment and more about quickly and efficiently littering the stage with bombs.
Up Special (Custom 2): Overclocked Bomber Copter: The Bomber Copter lasts for 15 seconds – way longer than would ever be necessary to get back to the stage, regardless of position – and moves slightly faster than normal, both vertically and horizontally. However, its movement is somewhat choppy and hard to control, with Bomberman occasionally lurching in a random direction with no input from the player, making it a bit unreliable. Even when it’s not malfunctioning, it doesn’t smoothly accelerate; it takes a while to get up to speed (and once it’s going at full throttle, its momentum can still be ruined at any moment by a random lurch). Furthermore, as soon as the rotor blades brush up against anything, or Bomberman tries to drop a bomb, the Bomber Copter gives out immediately, causing Bomberman to helplessly fall. This variant is a high-risk version with the potential to recover from anything, even meteor smashes, short of getting launched so hard that Bomberman has already crossed a blast line by the time his hitstun wears off. In exchange, it has no offensive capability and is much more easily edgeguarded; between the inability to touch anything without falling, the inability to attack, the knack for going in directions that Bomberman doesn’t intend for it to go, and the wonky momentum, using this Bomber Copter is practically equivalent to wearing a sign that says “Please gimp me”. Even without anyone trying to edgeguard him, Bomberman can also be screwed over by the random lurching causing him to crash into something, like, say, the underside of the stage, or even worse, a blast line. So, while this version of the Bomber Copter is a strong contender for the most ridiculously potent recovery move in the game (seriously, flying for 15 seconds?!?), it’s also very easy to screw up.

Down Special (Default): Bomb Select: This toggles between Bomberman’s various bombs, as detailed at the start of the moveset. One press will switch to the next bomb (Fire to Ice, Ice to Wind, Wind to Lightning, Lightning to Napalm, etc.) Bomberman can use this special at any time, even while in the middle of another animation, and it’s entirely possible for him to deploy bombs of different types in quick succession while doing so.
Down Special (Custom 1): RC Bomb: Instead of switching between bomb types, using this special while a bomb is deployed switches control from Bomberman to the bomb, which can move around and even jump, like Bomberman himself while carrying a bomb. Releasing the special button will return control to Bomberman. A bomb can only be controlled once, and Bomberman always controls his most recently deployed bomb (if more than 1 is on the field). Bomberman himself is completely immobile while controlling a bomb, making him an easy target. If Bomberman is attacked while controlling a bomb, control immediately returns to him (though he can’t actually be controlled until the hitstun from the attack wears off). This does not happen if the attack doesn’t cause Bomberman to flinch (so, for instance, Fox could zap an unwary Bomberman with his Blaster for quite a while). Bomberman can switch between bomb types as normal while he has no bombs deployed. Equipping this custom special applies a 0.8× multiplier to the damage and knockback of Bomberman’s bombs, and increases their explosion timers by 2 seconds.
Down Special (Custom 2): Remote Detonator: Instead of switching between bomb types, using this special while a bomb is deployed immediately sets it off. If Bomberman has multiple bombs placed, they are set off in the order they were placed. Napalm and Gravity Bombs cannot be set off instantly unless their explosion timers are below 1.5 and 2 seconds, respectively; otherwise, using the Remote Detonator sets their explosion timer to 1.5 or 2 seconds, respectively (and, no, it cannot be immediately used again to set the bomb off). Bomberman can switch between bombs as normal while he has no bombs deployed. Equipping this custom special reduces Bomberman’s bomb limit by 2 and increases the explosion timer of all bombs by 10 seconds.

Final Smash: Hurry Up!: Several solid blocks fall down onto the stage, meteor smashing anyone they land on for 30% damage. The blocks remain in place when they land on the stage and become inert, taking 80% damage to break. Falling blocks do not damage other blocks, instead resting on top of them. A character sandwiched between blocks, or between blocks and solid ground, is crushed and instantly KO’d. A character hit by a block while on a soft (pass-through) platform is instead spiked through the platform as though they were hit with a Pitfall. The Final Smash lasts for 20 seconds, after which all blocks on the stage explode, scattering small chunks of shrapnel everywhere that do 6% damage each, along with a small amount of knockback, and can juggle foes off the stage. During the Final Smash, Bomberman flies around in a UFO that can launch bombs in an arc to keep foes off-balance. However, he can still be crushed by the blocks if he’s not careful, though they can’t meteor smash him (they just push him out of the way, pushing him a short distance down in the process).

Taunts: 

Up Taunt: Bomberman faces the screen and does a backflip.
Side Taunt: (This is the only part of the moveset I haven't settled on yet. Ideas would be welcome.)
Down Taunt: Bomberman faces the screen and frantically waves his arms. He has an angry expression on his face during the taunt.

Victory Theme: A higher-pitched, chipper remix of the first several notes of Bomberman Generation’s title screen music, ending with two loud, energetic, moderately lower-pitched notes.

Victory Taunt A: Bomberman hops up into the air, spinning in a circle, and lands while doing a fist-pump. He has a happy face throughout the taunt, and says “I did it!” upon doing the fist-pump.
Victory Taunt B: Bomberman hops up into the air and dramatically salutes upon landing, with a serious expression on his face.
Victory Taunt C: Bomberman repeatedly jumps for joy, then does a funny dance.
  • Mood: Artistic
  • Listening to: Bomberman Generation theme
  • Reading: Nothing
  • Watching: Nothing
  • Playing: Super Smash Bros. 4
  • Eating: Nothing
  • Drinking: Water

deviantID

Luigifan18
Matthew Bradley
United States
Current Residence: Not telling you
Favourite genre of music: Almost anything that isn't raunchy
Operating System: Windows
MP3 player of choice: My iPod
Shell of choice: Um... what's that?
Wallpaper of choice: I'm not an interior designer...
Skin of choice: ...That's a little disturbing...
Personal Quote: "Christ is the only <i>true</i> solution to the problems plaguing mankind."
Interests
Well, it's that time of year again - I'm going on vacation with my family! But this time, I'm merely going to a lakehouse in Minnesota for a family reunion! I'm pretty sure I'll have Wi-Fi there, so I won't be totally inactive, but then again, the last time I ignored my folks at a family reunion ended badly, so I won't be particularly active, either. ^^; See ya around!
  • Mood: Eager
  • Listening to: Nothing
  • Reading: Nothing
  • Watching: Nothing
  • Playing: Pokemon Rumble World
  • Eating: Nothing
  • Drinking: Water

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drake-rex Featured By Owner 3 days ago  Hobbyist Writer
:iconfav3dplz:
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Arkus0 Featured By Owner 3 days ago  Hobbyist General Artist
Thanks for the faves
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Freddy-Kun-11 Featured By Owner 6 days ago
Thanks for the faves!! :+fav::thumbsup:
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CptDaniel Featured By Owner May 20, 2015
Thanks the fav!
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MakuTechInd Featured By Owner May 16, 2015  Hobbyist General Artist
Thanks for the fave on Bomberman ^_^
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mewmew284 Featured By Owner May 8, 2015  Student General Artist
thanks for the fav :3
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Paredi Featured By Owner May 8, 2015  Hobbyist Digital Artist
Thanks for the fave !
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GodForSakenDragon Featured By Owner May 6, 2015  Hobbyist Traditional Artist
thanks for faving and I see your interested in the deadly seven which is something im basing some of my characters off of.:D
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devduck01 Featured By Owner May 3, 2015  Hobbyist Artist
Thanks for faving :)
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SassyMelvin Featured By Owner May 1, 2015  Hobbyist Traditional Artist
Hey thanks for the watch ;)
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