Super Smash Bros. Movesets - Bowser Jr.

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Another character who really deserved to get a slot in Super Smash Bros. Brawl would be Bowser Jr. Many think that he'd be nothing more than a miniature Bowser... and those people would be horribly wrong. Bowser Jr.'s debut game alone gives him a wonderful tool that he can use to completely differentiate himself from his father. I am of course referring to the Magical Paintbrush from Super Mario Sunshine. Furthermore, Bowser Jr.'s Shadow Mario transformation gives him the potential to put his own spin on the "two characters in one" gimmick. With that said, here's the moveset I designed for Bowser Jr.!

Bowser Jr.'s Moveset (Designed by Luigifan18)

Speed: 2.85/5 (Because Bowser Jr. is smaller and lighter than his father, he's able to move a lot more quickly. However, his body is not built for speed, so he's far from the fastest character in the game.)
Strength: 3.8/5
Defense: 4/5 (Being a Royal Koopa, Bowser Jr. has an extremely sturdy body that can take hits very well. Being physically immature means that his defense isn't quite as strong as Bowser's, though.)
Weight: 2.9/5 (Even though he's a Royal Koopa like his father, Bowser Jr. is far from fully grown; thus, he is much smaller and lighter than his father, as well as several other characters.)
Jump: 2.5/5 (Bowser Jr. can jump higher than Bowser, thanks to his smaller body and lighter weight, but his jumping abilities still can't really match those of the more lithe and agile characters.)
Recovery: 2/5 (Bowser Jr. has decent horizontal recovery, but his vertical recovery capabilities are very poor. If he gets spiked, he's through.)
Special Movements: Crawling

The essence of this character is that Bowser Jr., while small, [fairly] light, and [somewhat] quick, can be as powerful as his father – if you use his paint attacks to their fullest advantage. The paintbrush is used in Smash attacks, throws, aerials, and really just about everything (similar to Olimar's Pikmin, except Bowser Jr. can't lose it.) The paint's even used in his basic attacks, but trust me, its effects are much more dramatic for his big attacks. If you strike directly with the paintbrush, the attacks are rather weak; connecting with the paint, on the other hand, will... well, just remove the "t" and you get the idea. ^_^ Paint is also a unique attack type, with its own set of stickers to boost it in the SSE; only Bowser Jr. (and his alternate form, Shadow Mario) can use these stickers. (Stickers that boost Paint would probably include stuff like Chameleo Arm from Kirby Super Star, Paint Roller from Kirby: Nightmare In Dream Land, Shadow Mario from Super Mario Sunshine, Shadow Mario's symbol from Super Mario Sunshine, various kinds of Stu from Super Mario Sunshine, Gooper Blooper from Super Mario Sunshine, Smeargle from the Pokémon series, a Poffin from Pokémon Diamond and Pearl, Drawcia [Sorceress] from Kirby: Canvas Curse, Drawcia Soul from Kirby: Canvas Curse, and assorted stuff from Mario Paint.)

Several of Bowser Jr.'s attacks cover sections of the ground in paint. Characters standing on such ground take 1% damage every 2 seconds, and suffer from reduced traction equal to ice. Bowser Jr. is not affected by his own paint in any of these fashions. Many of his attacks are also capable of covering opponents in paint if you hit them with enough of it. An opponent covered in paint will suffer 1% damage per second, a +30% likelihood to trip, and a 5% reduction in speed and traction until he or she is exposed to water (either through a water attack or by entering water), spends more than 6 consecutive seconds away from any sort of exposure to paint (exposure to paint meaning standing on paint-covered ground or being hit with Bowser Jr.'s paint attacks), or is KO'd. The time counter for shedding paint can be sped up by executing 3 "spinning" moves (like Mario Tornado, Luigi Cyclone, Kirby's Dair, Whirling Fortress, Spinning Kong, etc.), or just by repeatedly tilting left and right (e.g. "Smash" Control Stick motions). 1 second spent spinning counts as 2 seconds for getting rid of paint. Paint on the ground can also be washed away by water; otherwise, it goes away after 6 seconds, assuming that Bowser Jr. doesn't just cover it in more paint.

Entrance: Bowser Jr. leaps onto the stage from the left side of the screen - it's basically the animation for how he escapes the scene of his mini-boss fights in New Super Mario Bros., only played in reverse. He then pulls out his paintbrush and grins mischievously.

Standard Attacks:

A: Right punch. 2% damage. Considered an Arm attack.
AA: Left claw attack. 4% damage. Considered a Slash attack.
AAA: Paintbrush swipe. A very short stream of paint extends out from the paintbrush. Does 6% damage if the paintbrush hits, or 8% damage if the paint hits. The paint has slightly greater knockback than the paintbrush (which still isn't very much). A very small area of ground about 3 feet in front of Bowser Jr. (about where the paint's hitbox is) will be coated in paint. Considered a Weapon attack (for the paintbrush) or a Paint attack (for the paint).

Strong Attacks:

A^: Paint Shot: Bowser Jr. fires a small ball of paint directly above him, which travels for a short distance (about half a character length) and then explodes (about the size of the explosion from one of Yoshi's eggs). Mild knockback, 8% damage. If the paintball collides with or passes through a platform, that area will be covered in paint, but the area where Bowser Jr. himself is won't be covered. Considered a Paint and Explosive attack.
A>: Paintbrush Swing: Basically the AAA attack with a bit more oomph. Does 8% damage if it connects with the paintbrush, or 10% damage if it connects with the paint. Coats a small section of ground in front of Bowser Jr. with paint. Considered a Weapon attack (for the paintbrush) or a Paint attack (for the paint).
Av: Paintbrush Poke: Bowser Jr. jabs at his enemy's feet with the paintbrush. No paint is released in this attack. It does 8% damage. It has a 20% chance of making the opponent trip instead of exerting its usual knockback. Fairly good range, even considering the lack of paint. Considered a Weapon attack.

Dash Attack:

Dash + A: Bowser Jr. tries to body-slam the opponent for 6% damage and good knockback. Considered a Body (Spin) attack.

Ledge Attack:

A (while hanging from ledge): Bowser Jr. climbs up the ledge, biting forward as he does so for 5% damage. Considered a Bite and Slash attack.

Rising Attack:

A (while rising): Bowser Jr. swings the paintbrush around him on both sides to cover his getting up. No paint is sprayed during this attack, and the paintbrush does 4% damage. Considered a Weapon attack.

Smash Attacks:

A^^: Paint Flip. Bowser Jr. does a short backflip (it has just enough height for his paintbrush to not clip through the ground if Bowser Jr. starts on a flat surface, which basically means about one-and-a-half times the height of a short hop), spraying paint in all directions. The paint does 14-28% damage, while the paintbrush does 9%-18% damage, and Bowser Jr. himself does 6%-14% damage. The ground in Bowser Jr.'s immediate vicinity will be coated in paint by this move. Also, please don't use this move with Bowser Jr. on the edge of a platform and his back to the edge – it won't end well. At all. Especially if there's no ground beneath said ledge. Considered a Weapon (for the paintbrush), Body (Spin) (for Bowser Jr.), or Paint (for the paint) attack.
A>>: Paintbrush Jab: Bowser Jr. lunges straight ahead with the paintbrush, as if attempting to impale his foe. As he does so, he sprays a burst of paint directly in front of him. The paintbrush jab does 11%-18% damage, while the paint spray does 16%-32% damage, immediately covers the opponent in paint, and has very good knockback. Furthermore, the paint spray covers about 10 feet of ground in front of Bowser Jr. with paint. Considered a Weapon attack (for the paintbrush) or a Paint attack (for the paint).
Avv: Paint Wave: Bowser Jr. pokes the ground with his paintbrush, in a similar fashion to his Down Strong attack; however, in this attack, he sprays out a huge amount of paint, creating a miniature moderate-range tidal wave of paint (it covers about 3 character lengths before collapsing, covering an additional 2 character lengths as it does so). This tidal wave will cover the ground in paint for its entire distance. The paintbrush does 10%-17% damage and is considered a Weapon attack, and the paint tidal wave does 20%-40% damage and is considered a Paint attack. However, keep in mind that not only does this attack fail to hit behind Bowser Jr., it also has a very long cooldown time – Bowser Jr. leaves himself completely vulnerable for about 1.8 seconds!

Aerial Attacks:

A: Bowser Jr. spins around in his shell, hitting 3 times for 3% damage each. Considered a Body (Spin) and Slash attack.
A>: Bowser Jr. swings the paintbrush forward, releasing a short-ranged crescent of paint. The paintbrush does 9% damage and is considered a Weapon attack, and the paint does 17% damage and is considered a Paint attack.
A<: Bowser Jr. turns to look behind him and breathes out a short stream of fire. This does 10% damage and is considered a Flame attack.
A^: Bowser Jr. flips around in midair to strike enemies around him with his feet for 8% damage. Considered a Leg attack. Don't use this when you're about to land, or Bowser Jr. will land headfirst and wind up stunned for a second. (He won't take damage, though, because he's got a hard head.)
Av: Bowser Jr. curls up and plummets straight downward, in a similar fashion to Bowser's Bowser Bomb move, for 15% damage. Even though this move is a Meteor Smash, using it over a pit is a very bad idea (for reasons that should be blatantly obvious). Considered a Body (Spin) attack.

Throws:

Grab: Bowser Jr. tries to grab the foe with his claws.
Grab Attack: Bowser Jr. bites the foe for 3% damage. Considered a Bite and Slash attack.
Grab>: Bowser Jr. throws the foe up slightly (2% damage) and swings his paintbrush like a baseball bat, knocking the foe far away at a roughly 40-degree angle for 18% damage. Considered a Throwing attack (for both parts) and a Weapon attack (for the paintbrush swing).
Grab<: Bowser Jr. tosses the foe up slightly (2% damage) and swings the paintbrush straight up, nailing his opponent right in the crotch for 16% damage and launching him/her backwards at a 180-degree angle. Like Captain Falcon's Fair, the knockback is primarily horizontal, which can make recovery difficult. Considered a Throwing attack (for both parts) and a Weapon attack (for the paintbrush swing).
Grab^: Bowser Jr. tosses the foe straight up with as much force as he can muster. This throw does 12% damage and decent knockback. Considered a Throwing attack.
Grabv: Bowser Jr. slams the opponent to the ground (4% damage) and uses the paintbrush to scribble all over him/her for 20% damage; this throw has no knockback, but immediately covers the foe in paint. Considered a Throwing and Paint attack.

Special Moves:

B: Fire-Paint Ball: This attack can be charged up by holding down the B button. If uncharged, Bowser Jr. simply spits out a fireball, with a fairly short range. However, when you charge it up, the fireball stops a few feet in front of Bowser Jr. and hovers in midair. Bowser Jr. then releases a stream of paint into the fireball and lets it fly. The hybrid ball will bounce off of walls and other surfaces, and you can guide it by using Bowser Jr.'s Smash Attacks, Strong Attacks, Air Attacks, and throws (Smash Attacks have the most influence on its trajectory). It will splatter all over everything it hits, until it eventually disappears. Characters covered in paint steadily take damage, and paint on surfaces will reduce enemies' traction and steadily damage them. Bowser Jr. cannot walk around while charging, but he can pause the charge and hold it for later by rolling or using the shield (similar to Samus's Charge Shot, DK's Giant Punch, etc.) The attack takes 3 seconds to fully charge. 4-10% damage from fireball without paint (occurs at low to low-moderate charge [tapping the B button to holding it for a second], damage depends on amount charged), 10-20% damage from fireball with paint (depending on charge); 1% damage per second, +30% likelihood to trip, and 5% reduction in speed and traction to characters covered in paint. Considered a Flame+Paint (only if charged) or Flame (if uncharged) attack, and a Special (Indirect) attack either way.
B>: Paint Stream: Bowser Jr. holds the paintbrush in front of him and fires a stream of paint, which can be aimed up and down with the Control Stick. Anything splattered with paint will be covered with it for quite a while. The attack can be held for about as long as Bowser's Fire Breath. 3% damage per second to opponents caught in the paint stream; 1% damage per second, +30% likelihood to trip, and 5% reduction in speed and traction to opponents covered in paint. Considered a Paint and Special (Indirect) attack.
B^: Paint Whirl: It's basically Bowser's Whirling Fortress, except Bowser Jr. holds out the paintbrush to spray paint to either side of him. The core of the attack is rather weak (6 hits doing 1% damage each), so try to hit with the paint (as always). The paint will do 6% damage per hit, and can score up to 6 hits. The attack also covers the ground near Bowser Jr. in paint; moving during the attack means that a rather wide patch of ground can be covered in paint. 1% damage per second, +30% likelihood to trip, and 5% reduction in speed and traction to opponents covered in paint. Considered a Paint+Special (Indirect) attack (for the paint) or a Weapon+Body (Spin)+Slash+Special (Direct) attack (for Bowser Jr.).
Bv: Shadow Mario: Bowser Jr. flips his bandanna around to become Shadow Mario. This transformation has no invincibility frames, but happens very quickly. Shadow Mario's moves are entirely different from Bowser Jr.'s – he even has a different Final Smash! However, the same basics still apply – the paint is the key to victory! This move is not an attack.

Final Smash: Paint Swirl: Bowser Jr. leaps to the center of the screen, hovers there, giggles, and says, "Now, I'm going to drown you!" He fires a beam of paint from his paintbrush, and you can rotate the Control Stick to make Bowser Jr. face (and fire) in that direction. This attack lasts for 20 seconds, and you can rotate a full 360 degrees; Bowser Jr. also rotates quite quickly, but the beam of paint lags behind him. This, among other things, allows you to spray a nearly undodgeable spiral of paint all over the stage!!! However, the paint beam is actually kind of weak (6% damage per second.) You can also click the attack button to temporarily interrupt the beam to fire a ball of paint, identical to Bowser Jr's standard B move, but stronger (30% damage) and longer-lasting. The beam reforms 1.5 seconds after launching a paintball, and another one can be fired 0.5 second after that. The paint beam does cover the ground in paint, so you can easily use it to leave your opponents with pretty much no clean ground to stand on. Bowser Jr. cannot be attacked during any of this, and always stays in the center of the screen. After 20 seconds, the attack ends, and Bowser Jr. drops back to the ground, giggling like an imp.

Up Taunt: Bowser Jr. breathes a small fireball directly above him, which quickly dissipates. This can actually do minor damage (specifically, 3%) and is considered a Flame attack, but its range and knockback are just plain pathetic (a foe with below 70% damage won't even flinch).
Side Taunt: Bowser Jr. adopts an aggressive stance and growls, then does his best hyperactive dog impression (read: makes a lot of bark-like noises).
Down Taunt: Bowser Jr. faces the screen and giggles like an imp.

Victory Music: Standard Mario victory music.
Victory Taunt A: Bowser Jr. holds his paintbrush aloft and says, "With the power of this paintbrush... all of my wishes come true!"
Victory Taunt B: Bowser Jr. faces away from the screen, points at his defeated opponent, and laughs. (Sore winner…)
Victory Taunt C: Bowser Jr. tries to roar in triumph, just like Bowser, but it comes out as more of a wimpy growl; he then hides his face with his bandanna in embarrassment.

Shadow Mario's Moveset (Designed by Luigifan18)

Speed: 3/5 (Shadow Mario's body shape is a little better-suited to quick movement than Bowser Jr.'s. His ground and air speed are equal to Mario's.)
Strength: 3.4/5 (Shadow Mario can't utilize the full strength of his true identity, but is still stronger than Mario.)
Defense: 3.2/5 (Shadow Mario is somehow softer and pudgier than Bowser Jr. He's still Bowser Jr. – a Royal Koopa – underneath the disguise, though, so he takes hits better than a human.)
Weight: 2.6/5 (Yes, he's somehow lighter than Bowser Jr. Heck, he's lighter than Mario. This is because I considered character balance to be a higher priority than realism.)
Jump: 3/5 (He jumps just as high as Mario.)
Recovery: 3.5/5 (As previously mentioned, his jumps are equal to Mario's. However, his Up+B move is better for recovery than Mario's, being essentially a weaker version of ROB's Up+B. His Side-B move is kind of like Diddy's Monkey Flip, aiding his recovery further.)
Special Movements: Wall Jumping

Shadow Mario is basically the Sheik to Bowser Jr.'s Zelda; they are two characters in one. To master either, you must be able to use both effectively. Keep in mind that where Bowser Jr. has many similarities to Bowser, Shadow Mario has more similarities to Mario. However, both rely primarily on their paint to put the hurt on opponents; without it, they'd be full-blown joke characters.

Entrance: A paint portal from Super Mario Sunshine pops up, and Shadow Mario flies out in the form of paint particles. He forms on the stage and says "Let's-a go!" in his high-pitched whine as the paint portal closes up behind him.

Basic Attacks:

A: Right jab for 3% damage. Considered an Arm attack.
AA: Left jab for 3% damage. Considered an Arm attack.
AAA: Kick for 4% damage. Considered a Leg attack. (Yes, Shadow Mario's basic combo is exactly the same as Mario's.)

Strong Attacks:

A^: A very short Super Jump Punch that does about 8% damage and so-so knockback. Considered an Arm attack.
A>: Shadow Mario shoots a small stream of paint that quickly falls to the ground, covering the ground about 3 feet in front of him in paint. (It may look like he's urinating/ejaculating, but trust me, he's not.) The paint does 12% damage and has good knockback. Considered a Paint attack.
Av: Shadow Mario raises his paintbrush up high and attempts to jab it into his enemy's foot. It's slow (taking about 2 seconds to execute), but if it connects, it will do 15% damage and stun the enemy in a similar fashion to a Deku Nut. Considered a Weapon attack.

Dash Attack:

Dash (A): Shadow Mario pole-vaults with his paintbrush, swiftly launching himself a short distance forward to inflict about 12% damage to anyone he collides with. Considered a Weapon (for the paintbrush) and Body (Spin) (for Shadow Mario) attack. Keep in mind that Shadow Mario requires about 0.8 second to recover from this move, so using it recklessly will most likely get you punished hard once somebody gets savvy enough to dodge it. Also, using it near an edge will cause Shadow Mario to hurl himself over said edge, potentially flying into the abyss for an extremely humiliating KO.

Ledge Attack:

A (while hanging from ledge): Shadow Mario sprays some paint onto the ledge, then pulls himself up. Since all other ledge attacks occur after or while the character pulls him/herself up, this is sure to catch people off guard. It does only 4% damage, but it trips everyone caught in the spray and covers the ground (and hit characters) in paint. Considered a Paint attack.

Rising Attack:

A (while rising): Shadow Mario swings his legs forward as he leaps to his feet, doing about 8% damage. Considered a Leg attack.

Smash Attacks:

A^^: Shadow Mario points the paintbrush straight up and squirts out paint like a fountain, showering the area around him with paint. The paint drops score several hits for a total of 16-24% damage, launching foes away on the final hit, and they also cover the area where Shadow Mario is standing with paint. Considered a Paint attack.
A>>: Shadow Mario forcefully swings the paintbrush, creating a crescent blade of paint that flies forward a considerable distance (about 1/4 the length of Final Destination). Both the paintbrush swing and the paint blade inflict very impressive knockback. The paintbrush swing does 12-20% damage and is considered a Weapon attack, while the paint blade does 20-35% damage and is considered a Paint+Slash attack. The paint blade cannot cover the ground in paint (due to its actually hovering a few inches off the ground) unless it collides with something (like a wall or a character), in which case the paint blade will explode and cover a small area of ground in paint (no, it's not considered an Explosion attack, because this explosion actually doesn't inflict any damage). Otherwise, it will just vanish.
Avv: Shadow Mario spins around, dragging the paintbrush on the ground, in a similar fashion to what he's shown doing in his official artwork. A paint spray is created for a distance of 1 foot to each side of Shadow Mario during this attack, doing 13-26% damage and severe knockback to any character caught in it; the paintbrush itself does 10-18% damage and somewhat less (but still pretty darn good) knockback. This attack covers the ground for a fairly good distance around Shadow Mario in paint, but not the ground that he's actually standing on. Considered a Paint (for the paint spray) or Weapon (for the paintbrush) attack.

Aerial Attacks:

A: Shadow Mario spins around with his paintbrush extended, spraying paint in all directions. This move can score up to 5 hits. The paint spray does 4% damage per hit and is considered a Paint attack, the paintbrush does 3% damage per hit and is considered a Weapon attack, and Shadow Mario himself does 2% damage per hit and is considered a Body (Spin) attack. This move has very good range (though not as much as his Bair), but its knockback is lackluster.
A>: Shadow Mario does a forward somersault in midair, combining it with a nasty hook punch. Though the animation is a little more artsy, this move is exactly like Mario's Fair (including the Meteor Smash aspect), save for having a little more power (3% more damage and a touch more spike speed) and a slightly longer cooldown time. Considered an Arm and Body (Spin) attack.
A<: Shadow Mario points the paintbrush behind him and squirts out a medium-range stream of paint, which pushes him forward somewhat and does 15% damage to any character caught in the paint stream. If I had to compare it to something, it'd be to Turbo FLUDD from Super Mario Sunshine and Super Mario 63. Considered a Paint attack.
A^: Shadow Mario hurls a paint sphere into the air above him, which explodes and does 16% damage. It's a lot quicker than his Dair, but it has a bit less knockback than you'd expect from such a flashy and violent-looking technique. Considered a Paint and Explosive attack.
Av: Shadow Mario points the paintbrush beneath him and releases a sphere of paint that explodes after traveling a short distance, doing 18% damage. This move is a Meteor Smash, and it also propels Shadow Mario upwards a short distance (about half a jump), but it also has a pretty bad startup and cooldown time. Think of it as a heavily nerfed Rocket FLUDD. Considered a Paint and Explosive attack.

Throws:

Grab: Shadow Mario reaches out with one arm, trying to seize his foe by the neck.
Grab (A): Shadow Mario bops his foe in the face with his paintbrush for 3% damage. Considered a Weapon attack.
Grab>: Shadow Mario encases the foe in a paint sphere, sends it forward a short distance, and makes it explode, inflicting 17% damage and heavy knockback (as well as covering the foe in paint). Considered a Throwing, Paint, and Explosive attack.
Grab<: Shadow Mario shifts his grip to the foe's ankles and swings the opponent around several times before releasing the opponent behind him. It's really essentially a carbon copy of Mario's Bthrow. Considered a Throwing attack.
Grab^: Shadow Mario tosses the foe up and then pushes the foe up higher with a stream of paint. The initial throw does 5% damage, and the paint stream does 10% damage over 2 seconds, for a total of 15% damage. The final hit of the paint stream launches the foe. Considered a Throwing (for both parts) and Paint (for the paint stream) attack. Note that using this on a heavily damaged foe will pretty much make the paint stream a waste of time, as the foe will be hurled out of its reach. At least other opponents can still get caught in it.
Grabv: Shadow Mario drowns his foe in paint, doing 23% damage and covering the foe in paint. Other than the animation, it works just like Bowser Jr.'s Dthrow; the major difference is that it's stronger, but slower (which isn't a good trait in a free-for-all). Considered a Throwing and Paint attack.

Special Moves:

B: Paint Minion: By holding B on the ground, you make Shadow Mario stand still and scribble on the ground; when you release B, Shadow Mario summons a paint minion from Super Mario Sunshine. What you get depends on how long you held B. Charge the move for less than 0.5 second, and you'll only succeed in covering the ground where you're standing with paint (the amount depending on how long you held the button). For the paint monsters themselves, all variables (namely damage, knockback, and endurance) are dependent on charge time. Charge the move for 0.5-1.25 seconds, and you'll summon a Swoopin' Stu, which will slowly move towards the nearest enemy and attempt to leap on them for 6-10% damage and decent knockback; this can be deflected by any attack, and the Swoopin' Stu will immediately explode into paint regardless of whether it hits or misses. 1-5% damage is sufficient to destroy a Swoopin' Stu. Charge the move for 1.25-2 seconds, and Shadow Mario will create a Piranhabon, which will roll straight forward, covering the ground in paint as it goes, and do 16-19% damage on contact (as well as significant knockback). A Piranhabon must take 15-20% damage to be destroyed. Charge the move for 2-2.5 seconds, and Shadow Mario will create a Coo Coo, which will fly around the stage and drop packets of paint straight down; these paint packets will do 6-8% damage on impact with a player, and will cover the section of ground they hit with paint. A Coo Coo will not leave unless destroyed, which requires doing 25-40% damage to it, but only 4 Coo Coos can be on the stage at a time (creating a fifth will cause the first to fly away). Charge the move for 2.5-3 seconds, and Shadow Mario will create a Polluted Piranha Plant. The Polluted Piranha Plant stays in place, spraying large globs of paint to both sides; its paint sprays do 20-28% damage on impact, while anyone who walks into the Polluted Piranha Plant itself takes 28-36% damage; either way, the knockback is immense. The Polluted Piranha Plant keeps the area around itself covered in paint, and does not go away until it has taken 60-100% damage (though, again, there can be a maximum of 4 Polluted Piranha Plants at any one time, and creating a fifth makes the first just melt away into standard paint). This move has a somewhat different effect if used in the air; Shadow Mario instead cancels all midair momentum, creates a Swoopin' Stu in midair, and jumps off of it (destroying the Swoopin' Stu in the process). This counts as a footstool jump, so it can only be done 4 times (or fewer if Shadow Mario also executes footstool jumps off of enemies/opponents). Trying to use this technique when all 4 footstool jumps are used up will result in nothing appearing when Shadow Mario attempts to create the paint minion (though Shadow Mario will still cancel his momentum). The attacks of the paint monsters are all considered Paint and Special (Indirect) attacks.
B>: Swipe: Shadow Mario leaps forward (similarly to Diddy Kong's Monkey Flip) and tries to grab the opponent. If he succeeds, he steals whatever item the opponent happens to be holding, taking it for himself (if he already has an item, he instead forces the foe to drop their item). He can also steal the "charge" of characters who can charge up a special move in advance. If the charge is being held for later (like R.O.B.'s Gyro, Robo Beam, and Robo Burner, Wario's Wario Waft, Samus's Charge Shot, DK's Giant Punch, Lucario's Aura Sphere, Mario's FLUDD, Squirtle's Water Gun, Sheik's Needle Storm, and [in a sense] Dedede's Jet Hammer), Shadow Mario snatches that charge, forcing the victim to charge up again from scratch. If the move is one that's charged up and then immediately released (like Diddy's Peanut Popgun or Rocketbarrel Boost, Marth's Shield Breaker, Ike's Eruption, Zero Suit Samus's Paralyzer, Pikachu's Skull Bash, etc.), Shadow Mario simply steals whatever charge they've got and takes it for himself. A charge that can be held indefinitely, but not saved for later (like Ike's Quick Draw, Jigglypuff's Rollout, Link's Hero's Bow, Luigi's Green Missile, etc.) is treated as however long it has been charging, or as the time it takes to fully charge if it is fully charged at the time of being stolen (in other words, it's treated like a charge that can be saved for later). The stolen charge will enable Shadow Mario to use his own charged special moves as if he had already been charging up for however long the opponent had been charging (divided by 30 in the case of the Wario Waft, or using the sum of R.O.B.'s Gyro and Robo Beam (Robo Beam's charge is divided by 5, and the Robo Burner's charge is instead applied to his Paint Pack)). Shadow Mario can use the stolen charge for his Paint Monsters special (even though its charge can't normally be saved for later; using Paint Monsters in midair with a stolen charge allows the first usage to not count against Shadow Mario's footstool jumps, depleting the charge in the process) or Bowser Jr.'s Paint-Fire Ball (if he changes back to Bowser Jr. before using Paint Monsters), though Robo Burner's charge will instead be applied to the Paint Pack. If Shadow Mario steals more than one charge without discharging (e.g. using Paint Monsters or Paint-Fire Ball), he will use the total charge time of all the charges he has stolen when he does discharge; he can hold up to 3 seconds of charging time (the maximum charge time for both Paint Monsters and Paint-Fire Ball). Shadow Mario can steal both an item and a charge with a single Swipe attack. After latching on to the opponent and stealing items or charges (where applicable), Shadow Mario leaps off, continuing in the same direction that he started the attack (e.g. if you came in from the opponent's left, Shadow Mario will leap off and continue to the opponent's right). Shadow Mario does 7% damage to the foe as he leaps off, but inflicts no knockback (the foe will, however, be stunned for about a second; this is mostly to prevent an immediate counterattack). Since this move's initiation counts as a grab, it ignores shields, Marth & Ike's Counter, Peach's Toad, and Lucario's Double Team. Note that if this attack is used on (or close to) the ground and misses, Shadow Mario will pratfall as he lands, leaving himself vulnerable. Considered a Special (Direct) attack.
B^: Paint Pack: Shadow Mario uses the paintbrush like a jetpack to propel himself upwards. It's actually more like ROB's ^B than Diddy's, though Shadow Mario's recovery isn't quite as versatile (or long-lasting). During this move, Shadow Mario will have a 5-foot stream of paint directly beneath him (skewed in the direction opposite of that Shadow Mario is traveling in). Opponents caught in the paint stream take 3% damage per second of exposure. If an opponent is exposed for more than 2 seconds at a time, they will wind up covered in paint, and will take 1% damage per second, +30% likelihood to trip, and 5% reduction in speed and traction until it wears off. Shadow Mario can hover for up to 4 seconds continuously before needing to land to recharge (fully recharging takes 2 seconds); however, this move can be switched on and off in midair just like R.O.B.'s Robo Burner. Considered a Paint and Special (Indirect) attack.
Bv: Identity Revelation: Shadow Mario flips the bandanna around, transforming back into Bowser Jr. Like Bowser Jr.'s Shadow Mario move, this move has no invincibility frames, but can be executed very quickly. This move is not an attack.

Final Smash: Shadow Mario Nightmare: A giant M covers the screen (just like the ones in Super Mario Sunshine), and Shadow Mario disappears while cackling. The M then explodes into several globules, and anyone who gets hit takes 20% damage and is spiked to the ground or the bottom blast line (if in midair or on a pass-through platform) or absorbed into the ground (if on the ground or a non-pass-through platform; it's similar to a Pitfall in practice, but the animation is more akin to people being sucked into the ground as a result of standing in the goop in Super Mario Sunshine). It's fully possible for someone to be struck in midair, thusly being knocked to the ground, and then hit again, causing them to be absorbed into the ground. Shadow Mario then races across the screen, leading a massive army of paint monsters, which proceed to pulverize everyone who got trapped in the initial attack before plopping them out the bottom of the stage at high speeds (which is pretty much instant death if not on a non-pass-through platform above the stage, plus 50% damage). Those who avoid the initial attack will still be attacked by the paint monsters, but they will have free rein to dodge the beasties (and they won't be flung downwards to oblivion when the attack ends, even if they do get the **** beaten out of them). The paint monsters are the same as those summoned by Shadow Mario's standard B move, and do exactly the same things (the Polluted Pirahna Plants instead sprout at regular intervals across the length of the stage and stay there), except that there will be a lot more of them (ignoring the regular limits on how many Coo Coos and Polluted Pirahna plants can be onstage at a time), and they only stick around for the duration of the Final Smash. Any players who got stuck in the ground and somehow managed to survive will still be covered in paint, and take the usual penalties of 1% damage per second, +30% likelihood to trip, and 5% reduction in speed and traction until the effect wears off. Furthermore, both the paint globules from the initial explosion and the paint monsters will cover the ground in paint, which means that the entire stage will usually be smothered. After the attack is finished, Shadow Mario zooms back onscreen, strikes a pose, and rejoins the fight.

Taunts:

Up Taunt: Adopts a "Come at me bro" pose, giggling in a sinister fashion.
Side Taunt: Beckons with one finger, giggling in a sinister fashion.
Down Taunt: Draws his symbol (a giant M) in the air; the symbol then vanishes.

Victory Music: Usual Mario victory music.
Victory Taunt A: Hovers in the air, says "Bye Bye!" while clenching/waving his hand, and disappears.
Victory Taunt B: Giggles maniacally while clutching his paintbrush.
Victory Taunt C: Skates by from right to left on a path of paint (like Mario's skating animation in Super Mario Galaxy and Super Mario Galaxy 2), then comes back in from the left doing a twirling jump, lands gracefully with a mild skid, and glares ominously towards the screen.
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