PART THREE: MARIO, MEAT BOY AND MATT
Name: Bowser JNR
Special: Painter splat
Junior swings his paintbrush forward, shooting a splat of paint as a projectile. The brush itself does very little damage, and extremely light knockback. The paint projectile will also do light damge and light knockback, but it will also stun the target briefly.
Side Special: Koopa spin
Junior retreats into his shell and begins to charge up by rotating. When released, depending on how long you charged, Junior will rocket forwards. If he hit's a foe, he will stop in his tracks but it does not count as a recovery if in midair so a recovery move could still be used. The move does decent knockback and between 5 and 15 damage, depending on how much it was charged.
Up Special: Paintbrush leap
It's basically Ike's aether, using a paintbrush instead of a sword. It goes higher, does less damage and is a slower move than Ike's version.
Down Special: Fire breath
It is basically the same as Bowser's neutral special, except it cannot be sustained for long and Junior will automatically stop after 2 seconds and shoot a fireball projectile instead.
Playstyle:
He is sort of a cross between Mario and Bowser. He has very strong attacks like his father (granted, not AS strong as Bowser) yet is rather average in all other aspects. He is sort of like a lighter, faster version of Bowser.
Final Smash: Mecha Bowser
Well... it's Giga Bowser... but if he were a robot. He also features different moves, such as firing missiles.
Name: Geno
Special: Star gun
Geno fires a volley of small star shaped bullet projectiles forward at his foes. They can be absorbed by moves like PSI Magnet and Bucket, but not reflected by Fox's or Pit's reflector shields. It's sort of like a vertical version of Ivysaur's bullet seed attack. It can be held down but it will weaken over time like Bowser's fire breath and you can't move while using this attack.
Side Special: Geno Beam
A chargable attack that fires a beam from Geno's hand. The more it is charged, the stronger it is and the further it goes (It's a kamehameha). It deals low knockback but multiple hits.
Up Special: Geno Boost
Geno fills himself with energy and also floats upwards. Any attacks he performs after using this move will do 1.5x more damage than usual. It does not increase knockback. This buff cannot be stacked and only lasts until he is hit by an attack. It also does not buff his final smash or his special attacks. Just regular attacks and smash attacks. Geno boost, itself, does no damage
Down Special: Geno Blast
Geno raises his hands up and drops multiple multicoloured beams of light down around him. They do light damage and light knock back, but also stun foes.
Playstyle:
Geno is sort of like Mewtwo. He is a light character featuring many strong attacks. While Geno boost makes his attacks do more damage, it isn't all that practical unless you're falling behind in a match and need to get some damage on your foe quickly. Geno's speed is about equal to Mario, as is his jumping height. His up special does not get much height and is more for horizontal recovery.
Final Smash: Geno Whirl
This attack is almost exactly like Zelda/Sheik's light arrow attack. Geno throws a boomerang like attack directly ahead and it keeps going even if it hits someone so it can hit multiple enemies. Each time it hits a foe, the camera will freeze for a second and zoom in on them. The only difference to Zelda's smash is that if you let the attack play out by itself, it will do medium damage, and no knock back, as if it were a regular special attack. But if you press the special attack button at the moment it freeze frames on someone, a small "9999" will show up above their heads and they will receive 150% damage as well as massive knockback. Almost a guaranteed KO.
Name: Meat boy
Special: Respawn
Meatboy explodes and reforms right afterwards. It does light damage to nearby foes and reflects projectiles that are near to him. It has very little knockback. Meatboy also takes 1% damage from using this attack. This attack does NOT count as losing a stock.
Side Special: Buzz saw
A buzz saw flies into the stage towards meatboy from behind him. It will stop if it hits a wall, but if it hits a target, it will get multiple hits before going past them. If the buzz saw hits the meatboy that used the attack, he will take 5% damage and his respawn attack will activate automatically.
Up Special: Breakable wall slide
Two walls appear above Meatboy and he slides up the lower one. If he jumps at the last second, he will continue up the second, higher one. Meatboy can then leap from that wall too. The attack gets great height. The walls crumble away as meatboy slides up them or after a few seconds. Whichever comes first.
Down Special: Black Monster (Demon Maw)
A demon maw enemy from super meat boy shoots downwards towards meatboy. If it hits a platform, it will split into multiple smaller versions of itself and spread out in a circular shape. If you've played super meat boy, you'll know what i mean. The large maw does medium damage and quite a large amount of knockback, and the smaller copys do light damage and knockback. If the large maw hits meat boy, he will take 10% damage and if a small head hits him he will take 5% damage. When hit by either head, his respawn attack will activate automatically.
Playstyle:
Meatboy is fast. Very fast. Not quite as fast as sonic or shadow, but possibly the third fastest behind them. He is not a very hard hitter, but not weak either. He is sort of average when it comes to his attack strength. He is very light though and a strong smash attack can KO him from as low as 80 or 90%. Every 10% damage he takes from moves that are not his own, however, he will automatically activate his respawn move, allowing to get in some surprise hits, or maybe escape a barrage. His respawning may seem pointless, but it all leads up to his final smash.
Final Smash: Replay level / Little horn
This move all depends on how many times the respawn move has been used by meatboy. If respawn was used between 1 and 15 times, Meatboy gives a thumbs up and all of the meatboys that have respawned in the match so far will appear on the stage and begin fighting. They will be AI controlled at level 9 and after 10 seconds, they will all explode. They will not use any special moves. Respawn was used more than 15 times, however, all of the meatboys that respawned will reappear and fuse into a giant zombie meatboy who slams his hands and his head into the stage.
Name: Doctor Fetus
Special: Missile
Doctor fetus fires a fast explosive missile directly forwards. IT gives decent knockback, but nothing too strong. It also delivers around 6-10% damage.
Side Special: Homing missile
Doctor fetus fires the same missile from his neutral special, except it now has a bit of start up lag. After the lag, it will begin to home in on whoever is closest to Doctor Fetus at the time.
Up Special: Bat wings
Fetus sprouts his wings which allow him to fly brefiely. This move does no damage.
Down Special: Epic fetus
Doctor fetus takes out a small remote control and pushes the button, causing a large bomb to drop from the sky directly above him. It does not hurt the user. The bomb gives a good amount of knockback. It is somewhat like Pikachu's thunder attack in that it can be stopped by platforms above doctor fetus.
Playstyle:
Much like meatboy, Dr fetus is fast and very light. Unlike meatboy, though, Fetus focuses more on strong projectiles and explosives that respawning. Dr fetus is not as fast as meatboy or even captain falcon, but he is deceptively strong compared to his weight.
Final Smash: Lil Slugger
Doctor fetus jumps offscreen and returns in a mecha which consists of a large chainsaw on legs. Chainsaw itself works somewhat like Rob's diffusion beam. It locks targets into a series of small attacks before hitting them with a strong knockback attack.
Name: Kickboxing Kid (Matt)
NOTE: Matt was originally just me in smash bros, but I quickly realized how terrible that would be and decided to create a story around him so that he wouldn't be me. That story is not a fanfiction, so when I do eventually write it, it won't be on this site, but i'll probably have a link to it on my profile.
Special: Tag activation
Depending on which tag is currently being used (see down special), Matt will use a different move. With the fire tag, Matt will deliver a flaming kick which shoots out a fireball projectile. With the water tag, Matt will melt into a puddle of water and reform with an uppercut. With the wind tag, Matt delivers a weak kick directly ahead of him which pushes foes away. It's good for edge guarding. With the earth tag, Matt transforms into a muscular beast who pounds at the ground before transforming back to normal.
Side Special: Hook kick
This is a very fast move that has slightly more range that his other attacks. He stretches his leg out and delivers a kick that pulls the target in closer, allowing him to try and start a combo. Due to the effect of this move, it does no knockback.
Up Special: Belt Tether
Matt uses his green belt to whip dead ahead of him. It does light damage and light
knockback but also stuns foes for a split second. If used in midair, he will whip it at an upwards angle and it can latch onto edges. It it hits a foe, while in midair, it will act like a spike move.
Down Special: Tag Switch
When Matt starts a match, he will be equipped with his Fire tag. By using this move he will cycle to his next tag. The order is fire – water – wind – earth – repeat.
Playstyle:
Matt is a very all-around character but with the same kind of stats as Dr Mario. He loses a little bit of speed in favour of power. But while his movement speed is low, his attacking speed is very fast. He doesn't have many defensive options and is more of an all out attacker.
Final Smash: Black Belt Mode
Matt activates his Fire, Water, wind and earth tags. As well as the light and shadow tags in order to transform into his blackbelt mode. In black belt mode, is attack strength and his speed are increased greatly, but he can still take damage and knockback. Although, not as much knockback as he normally would. He would be able to survive most hits while in this form up to around 200% damage.
