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%% This page should only list characters who are currently in the game; fighters who are scheduled as future DLC (Octodad, Bullet Kin, etc.) do not have finalized movesets, making it difficult to properly give them tropes.
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%% This page should only list characters who are currently in the game; fighters who are scheduled as future DLC (Octodad, Bullet Kin, Dust, etc.) do not have finalized movesets, making it difficult to properly give them tropes.
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"There are many members of the Cult of the Gundead that haunt the rooms and corridors of the Gungeon. However, none are as recognizable as the Bullet-Kin, the base minions in the Lich's army. By default, most carry a Magnum, and are known to hide behind flipped tables and enjoy riding minecarts."
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"There are many members of the Cult of the Gundead that haunt the rooms and corridors of the Gungeon. However, none are as recognizable as the Bullet-Kin, the base minions in the Lich's army. By default, most carry a Magnum, and are known to hide behind flipped tables and enjoy riding minecarts."" ― Trophy Description
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"Everyone knew Molli Pop was the bravest girl around. After taking a dare to enter the dreary mansion near the forest's edge, she discovered the rumors of ghostly hauntings were true. It was there that she faced the Phantom King to discover a devilish curse." ― Trophy Description
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"Her tale predates the creation of the Necrodancer's crypt. Once an ordinary girl, Nocturna was turned into a vampiric entity. In order to regain her humanity, she hunted down a mysterious scientist known as the 'Conductor' to recover the now-famed Golden Lute." ― Trophy Description
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"He roams the land in the dead of night, seeking out monsters to slay. But no prey has ever been more elusive than his nemesis, Dracula. The Vampire Hunter dual-wields golden guns that shoot wooden stakes. When they cling to walls, he is able to climb them." ― Trophy Description
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"A scarecrow with a watermelon for a head that is always jumping. When entering the Redungeon, Creep A. Crow puts that jumping to use by resisting cobwebs that would paralyze most explorers. It has the ability to scare any living entity, quite literally, to death!" ― Creep A. Crow Trophy Description
to:
"A scarecrow with a watermelon for a head that is always jumping. When entering the Redungeon, Creep A. Crow puts that jumping to use by resisting cobwebs that would paralyze most explorers. It has the ability to scare any living entity, quite literally, to death!" ― Creep A. Crow Trophy Description
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"A scarecrow with a watermelon for a head that is always jumping. When entering the Redungeon, Creep A. Crow puts that jumping to use by resisting cobwebs that would paralyze most explorers. It has the ability to scare any living entity, quite literally, to death!" ― Creep A. Crow Trophy Description
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[[folder:Cameos]]
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* DamageOverTime: Their Phoenix gun fires a short-ranged blast of fire which deals damage over time. It can be gotten rid of early by rolling.
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* DamageOverTime: Their Phoenix gun fires a short-ranged short-range blast of fire which deals damage over time. It can be gotten rid of early by rolling.
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* HavingABlast: Its Up and Down Melees create a short-ranged explosion from its head cannon.
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* HavingABlast: Its Up and Down Melees create a short-ranged short-range explosion from its head cannon.
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* ShortRangedLongRangedWeapon: His Up and down melees have him create a short-ranged explosion from his head cannon, which is normally used as a projectile weapon with his grounded charge and his Neutral and Side Specials.
to:
* ShortRangedLongRangedWeapon: ShortRangeLongRangeWeapon: His Up and down melees have him create a short-ranged short-range explosion from his head cannon, which is normally used as a projectile weapon with his grounded charge and his Neutral and Side Specials.
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* {{Balloonacy}}: He can utilize a balloon for recovery, though it doesn't go very far and can easily be popped.
He can also pop it on command by using his up special again.
He can also pop it on command by using his up special again.
to:
* {{Balloonacy}}: He can utilize a balloon for recovery, though it doesn't go very far and can easily be popped.
popped. He can also pop it on command by using his up special again.
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* ShortRangedShotgun: His side special makes his gunboots act like this, after jumping sideways.
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* ShortRangedShotgun: ShortRangeShotgun: His side special makes his gunboots act like this, after jumping sideways.
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* StanceFighter: In a sense. He can throw his axe as a strong projectile, but he doesn't pick it up, it makes his SpinAttack less effective and changes his ground attack to bringing the axe to his location.
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* StanceFighter: StanceSystem: In a sense. He can throw his axe as a strong projectile, but he doesn't pick it up, it makes his SpinAttack less effective and changes his ground attack to bringing the axe to his location.
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* CallingYourAttacks: "Cyclone!" (notably making her the only character who's not TheVoiceless)
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* CallingYourAttacks: "Cyclone!" (notably making her one of the only character characters who's not TheVoiceless)
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* ShortRangedShotgun: Their default shotgun fires a spread of bullets which deal great damage up close.
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* ShortRangedShotgun: ShortRangeShotgun: Their default shotgun fires a spread of bullets which deal great damage up close.
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* UsingYourHead: Does a headbutt in his up melee.
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* UsingYourHead: UseYourHead: Does a headbutt in his up melee.
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* DamageOverTime: Their Phoenix gun fires a short-ranged blast of fire which deals damage over time. It can be gotten rid of early by rolling.
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* LongRangedFighter: Thanks to their guns, they can zone pretty easily.
to:
* LongRangedFighter: HealThyself: Their chests have a chance to spawn hearts, which heal whoever picks them up. Enemies can pick them up if they're quick enough.
* HeroesPreferSwords: They use the sword blasphemy in their melees. It shoots sword beams at full health and gets rid of projectiles.
* LongRangeFighter: Thanks to their guns, they can zone pretty easily.
* HeroesPreferSwords: They use the sword blasphemy in their melees. It shoots sword beams at full health and gets rid of projectiles.
* LongRangeFighter: Thanks to their guns, they can zone pretty easily.
* PinballProjectile: Their Brick Breaker Gun fires a green shell that bounces off of walls and as such can hit enemies multiple times.
* PlayerGuidedMissile: Their RC Rocket fires one, which can be controlled with the right stick.
* PlayerGuidedMissile: Their RC Rocket fires one, which can be controlled with the right stick.
* ShortRangedShotgun: Their default shotgun fires a spread of bullets which deal great damage up close.
* SwordBeam: Their melees shoot one while they are at full health.
* UnnecessaryCombatRoll: Their parkour is instead a dodge roll, which gives a few frames of invincibility.
* SwordBeam: Their melees shoot one while they are at full health.
* UnnecessaryCombatRoll: Their parkour is instead a dodge roll, which gives a few frames of invincibility.
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* CloseRangedCombatant: Unlike most other characters in the roster, she does not have any projectiles, apart from her super.
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* CloseRangedCombatant: CloseRangeCombatant: Unlike most other characters in the roster, she does not have any projectiles, apart from her super.
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* FlashStep: Her Side Special has her do one.
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[[folder:[=CommanderVideo=]]]
[[quoteright:326:https://static.tvtropes.org/pmwiki/pub/images/commander_video.png]]
-> '''Origin:''' ''VideoGame/BitTrip''
"The always imperturbable [=CommanderVideo=] is known far and wide for his rhythmic athleticism. His interdimensional exploits in chase of the maniacal Timbletot have brought him to many a strange land. He is often seen with a rainbow trailing behind him." ― Trophy Description
to:
[[quoteright:350:https://static.tvtropes.
-> '''Origin:'''
"The always imperturbable [=CommanderVideo=] is known far and wide for his rhythmic athleticism. His interdimensional exploits in chase
"There are many members of the
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* AKA47: Their AKEY-47 is a rapid-fire gun which deals low damage, but unlocks the chests they spawn with down special.
* CompositeCharacter: Combines elements of different bullet-kin breeds and common gungeoneer abilities.
* DashAttack: Their Side Special has them do this, referencing the electrified rubber bullets. They can aim the dash up and down, and they can bounce off of walls while doing so.
* GroundPound: Their Down Special has them do this with a chest, placing one down. Using Down Special again while a chest is already on the stage has them just do a traditional dive.
* LongRangedFighter: Thanks to their guns, they can zone pretty easily.
* MechanicallyUnusualFighter: Hoo Boy. For starters, unique to them, they can aim their guns in 360 degrees with the right stick, and can fire with the unique input of right bumper. They also start with a few guns, which can be changed with Neutral Special. Down Special places a chest, which can be opened with the AKEY-47 that they start with, which can either hold items or more guns. All of their guns have a clip which shooting deducts from, and if they run out of bullets, they have to reload. If they are hit while reloading, they'll drop their gun. They also have a unique parkour in the form of the dodge roll, which isn't good for mobility, but deals damage and gives invincibility. Got that?
* MultiRangedMaster: They have a wide selection of guns at their disposal.
* PowerGivesYouWings: Their up special has them sprout Bullat wings and fly upwards before entering a glide.
[[/folder]]
[[folder:[=CommanderVideo=]]]
[[quoteright:326:https://static.tvtropes.org/pmwiki/pub/images/commander_video.png]]
-> '''Origin:''' ''VideoGame/BitTrip''
"The always imperturbable [=CommanderVideo=] is known far and wide for his rhythmic athleticism. His interdimensional exploits in chase of the maniacal Timbletot have brought him to many a strange land. He is often seen with a rainbow trailing behind him." ― Trophy Description
----
* CompositeCharacter: Combines elements of different bullet-kin breeds and common gungeoneer abilities.
* DashAttack: Their Side Special has them do this, referencing the electrified rubber bullets. They can aim the dash up and down, and they can bounce off of walls while doing so.
* GroundPound: Their Down Special has them do this with a chest, placing one down. Using Down Special again while a chest is already on the stage has them just do a traditional dive.
* LongRangedFighter: Thanks to their guns, they can zone pretty easily.
* MechanicallyUnusualFighter: Hoo Boy. For starters, unique to them, they can aim their guns in 360 degrees with the right stick, and can fire with the unique input of right bumper. They also start with a few guns, which can be changed with Neutral Special. Down Special places a chest, which can be opened with the AKEY-47 that they start with, which can either hold items or more guns. All of their guns have a clip which shooting deducts from, and if they run out of bullets, they have to reload. If they are hit while reloading, they'll drop their gun. They also have a unique parkour in the form of the dodge roll, which isn't good for mobility, but deals damage and gives invincibility. Got that?
* MultiRangedMaster: They have a wide selection of guns at their disposal.
* PowerGivesYouWings: Their up special has them sprout Bullat wings and fly upwards before entering a glide.
[[/folder]]
[[folder:[=CommanderVideo=]]]
[[quoteright:326:https://static.tvtropes.org/pmwiki/pub/images/commander_video.png]]
-> '''Origin:''' ''VideoGame/BitTrip''
"The always imperturbable [=CommanderVideo=] is known far and wide for his rhythmic athleticism. His interdimensional exploits in chase of the maniacal Timbletot have brought him to many a strange land. He is often seen with a rainbow trailing behind him." ― Trophy Description
----
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* GrapplingHookPistol: Uses one in her down aerial. It can be used both to grab onto enemies and to get you back to the ground.
to:
* CastFromHitPoints: After heavy metal, placing a vampire mine deals a bit of damage to herself. The healing from the mine is greater than the damage taken, meaning this is to curb spam.
* DashAttack: Her side special has her boost forwards. It covers a long distance, but it doesn't deal damage. Its main function is to start or extend combos.
* GrapplingHookPistol: Uses one in her downaerial.special. It can be used both to grab onto enemies and to get you back to the ground.
* DashAttack: Her side special has her boost forwards. It covers a long distance, but it doesn't deal damage. Its main function is to start or extend combos.
* GrapplingHookPistol: Uses one in her down
* KickChick: Her melees are all graceful kicks.
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* TeleFrag: Her Up Aerial works like this. It can also be used to push her vampire cubes around.
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* TeleFrag: Her Up Aerial Special works like this. It can also be used to push her vampire cubes around.
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* AttackReflector: Just like in his home game, his Neutral Aerial can reflect projectiles.
to:
* AttackReflector: Just like in his home game, his Neutral Aerial melee can reflect projectiles.
* MightyGlacier: Not that fast, but has a wide variety of options to deal with enemies.
* PlayingWithFire: Uses the flare wand in his neutral special.
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* DashAttack: His Up Aerial has him curl into a ball before charging upwards or at an angle. His Super attack has him do this a lot as well.
* HavingABlast: His Neutral Aerial creates an explosion on both sides of him. His charged ground attack also summons an exploding star.
* HavingABlast: His Neutral Aerial creates an explosion on both sides of him. His charged ground attack also summons an exploding star.
to:
* DashAttack: His Up Aerial Special has him curl into a ball before charging upwards or at an angle. His Super attack has him do this a lot as well.
well.
* HavingABlast: His NeutralAerial Melee creates an explosion on both sides of him. His charged ground attack also summons an exploding star.
* HavingABlast: His Neutral
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* StarPower: His grounded charged attack and down aerial both involve stars.
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* StarPower: His grounded charged attack and down aerial special both involve stars.
* TrapMaster: Downplayed, but holding down the down special turns the star projectile into a trap that can be remotely detonated.
* TrapMaster: Downplayed, but holding down the down special turns the star projectile into a trap that can be remotely detonated.
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* HollywoodMagnetism: Any of his attacks will magnetize the enemy that they hit, making them fly towards him when he uses his Neutral Aerial.
* LightningGun: His downward attack fires an electromagnetic beam towards the ground for as long as the player holds the button.
* MechanicallyUnusualFighter: Again, enemies that are hit by his attacks will be magnetized. If they are within a certain distance from him, he can pull them in with his Neutral Aerial.
* MegatonPunch: His Up Aerial has him teleport, then punch in a direction of your choice. It's one of his strongest attacks, and both the teleport itself and the punch can magnetize enemies.
* LightningGun: His downward attack fires an electromagnetic beam towards the ground for as long as the player holds the button.
* MechanicallyUnusualFighter: Again, enemies that are hit by his attacks will be magnetized. If they are within a certain distance from him, he can pull them in with his Neutral Aerial.
* MegatonPunch: His Up Aerial has him teleport, then punch in a direction of your choice. It's one of his strongest attacks, and both the teleport itself and the punch can magnetize enemies.
to:
* {{Combos}}: Thanks to his magnetism, he has a wide variety of unique combo strings.
* HollywoodMagnetism: Any of his attacks will magnetize the enemy that they hit, making them fly towards him when he uses his NeutralAerial.
Special.
* LightningGun: Hisdownward attack down special fires an electromagnetic beam towards the ground for as long as the player holds the button.
* MechanicallyUnusualFighter: Again, enemies that are hit by his attacks will be magnetized. If they are within a certain distance from him, he can pull them in with his NeutralAerial.
Special.
* MegatonPunch: His UpAerial Special has him teleport, then punch in a direction of your choice. It's one of his strongest attacks, and both the The teleport itself and the punch can magnetize enemies.enemies. His Side Special has him do the same thing, except he teleports forwards.
* {{Nerf}}: Got hit by this rather hard in the Heavy Metal update, mostly to reduce his massive burst damage potential.
* HollywoodMagnetism: Any of his attacks will magnetize the enemy that they hit, making them fly towards him when he uses his Neutral
* LightningGun: His
* MechanicallyUnusualFighter: Again, enemies that are hit by his attacks will be magnetized. If they are within a certain distance from him, he can pull them in with his Neutral
* MegatonPunch: His Up
* {{Nerf}}: Got hit by this rather hard in the Heavy Metal update, mostly to reduce his massive burst damage potential.
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* ChargedAttack: While everyone has a chargeable ground attack, Velocispider's is notable as not only can you both move and jump while charging, you can also start charging with your Neutral Aerial.
to:
* ChargedAttack: While everyone has a chargeable ground attack, Velocispider's grounded charge is notable as not only can you both move and jump while charging, you can since it is also start charging with your Neutral Aerial.his neutral and side specials. In the air, the blast can be aimed.
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* HavingABlast: Its Neutral Aerial creates a short-ranged explosion from its head cannon.
to:
* HavingABlast: Its Neutral Aerial creates Up and Down Melees create a short-ranged explosion from its head cannon.
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* ShockAndAwe: His Up Aerial has him fire a controllable spark, which he follows when the attack button is released.
* ShortRangedLongRangedWeapon: His Neutral Aerial has him create a short-ranged explosion from his head cannon, which is normally used as a projectile weapon with his grounded charge.
* ShortRangedLongRangedWeapon: His Neutral Aerial has him create a short-ranged explosion from his head cannon, which is normally used as a projectile weapon with his grounded charge.
to:
* ShockAndAwe: His Up Aerial Special has him fire a controllable spark, which he follows when the attack button is released.
* ShortRangedLongRangedWeapon: HisNeutral Aerial has Up and down melees have him create a short-ranged explosion from his head cannon, which is normally used as a projectile weapon with his grounded charge.charge and his Neutral and Side Specials.
* ShortRangedLongRangedWeapon: His
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* MechanicallyUnusualFighter: Instead of having a traditional DoubleJump, he temporarily reverses his own gravity. This lets him pull off tricks that no other character can accomplish, such as standing on the bottom of platforms and being able to GoombaStomp opponents ''from below''.
* SpinAttack: His Neutral Aerial. It can deal multiple hits and you can even reverse your gravity while spinning.
* SpikesOfDoom: His Down Aerial has him create some spikes, which then go downwards. It deals much more damage at close range than after they're thrown.
* WordsCanBreakMyBones: His Up Aerial has him physically attack with the word "AVOID".
* SpinAttack: His Neutral Aerial. It can deal multiple hits and you can even reverse your gravity while spinning.
* SpikesOfDoom: His Down Aerial has him create some spikes, which then go downwards. It deals much more damage at close range than after they're thrown.
* WordsCanBreakMyBones: His Up Aerial has him physically attack with the word "AVOID".
to:
* MechanicallyUnusualFighter: Instead of having a traditional DoubleJump, he temporarily reverses his own gravity. This lets him pull off tricks that no other character can accomplish, such as standing on the bottom of platforms and being able to GoombaStomp opponents ''from below''.
giving him a very tall jump.
* SpinAttack: His NeutralAerial. and Side Specials. It can deal multiple hits and you can even reverse your gravity while spinning.
spinning. Using both in the air powers up the second one, as well.
* SpikesOfDoom: His DownAerial Special has him create some spikes, which then go downwards. It deals much more damage at close range than after they're thrown.
* TeleportersAndTransporters: His Up Special has him create two teleporters, which teleport enemies between them. Throwing an enemy into one will deal a little extra damage to the enemy.
* WordsCanBreakMyBones: HisUp Aerial melees has him physically attack with the word "AVOID".
words.
* SpinAttack: His Neutral
* SpikesOfDoom: His Down
* TeleportersAndTransporters: His Up Special has him create two teleporters, which teleport enemies between them. Throwing an enemy into one will deal a little extra damage to the enemy.
* WordsCanBreakMyBones: His
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He can also pop it on command by using his up aerial again.
to:
He can also pop it on command by using his up aerial special again.
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* FrickinLaserBeams: One of Welltaro's abilities is firing a quick laser blast immediately downward.
* MechanicallyUnusualFighter: Instead of double jumping (like everyone else sans Viridian), he shoots his Gunboots downwards as a RecoilBoost. While he only has to fire one bullet to act as a double jump, he can spend more to gain more lift and deal damage to enemies below you.
* MechanicallyUnusualFighter: Instead of double jumping (like everyone else sans Viridian), he shoots his Gunboots downwards as a RecoilBoost. While he only has to fire one bullet to act as a double jump, he can spend more to gain more lift and deal damage to enemies below you.
to:
* FrickinLaserBeams: One of Welltaro's abilities down special is firing a quick laser blast immediately downward.
* MagikarpPower: While not underpowered, Welltaro can give himself a permanent upgrade with his super, eventually making him a force to be reckoned with.
* MechanicallyUnusualFighter: Instead of double jumping (like everyone else sans Viridian), he shoots his Gunboots downwards as a RecoilBoost. While he only has to fire one bullet to act as a double jump, he can spend more to gain more lift and deal damage to enemies below you. After Heavy Metal, he can also gain upgrades with his super.
* MagikarpPower: While not underpowered, Welltaro can give himself a permanent upgrade with his super, eventually making him a force to be reckoned with.
* MechanicallyUnusualFighter: Instead of double jumping (like everyone else sans Viridian), he shoots his Gunboots downwards as a RecoilBoost. While he only has to fire one bullet to act as a double jump, he can spend more to gain more lift and deal damage to enemies below you. After Heavy Metal, he can also gain upgrades with his super.
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* RocketJump: His ground attack.
* ShortRangedShotgun: His neutral aerial makes his gunboots act like this.
* ShortRangedShotgun: His neutral aerial makes his gunboots act like this.
to:
* RocketJump: His ground attack.
grounded charge.
* ShortRangedShotgun: Hisneutral aerial side special makes his gunboots act like this.this, after jumping sideways.
* SpreadShot: His neutral special has him fire three bullets downwards. It also behaves similarly to his air jumps in that it gives you a RecoilBoost.
* ShortRangedShotgun: His
* SpreadShot: His neutral special has him fire three bullets downwards. It also behaves similarly to his air jumps in that it gives you a RecoilBoost.
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* SpinAttack: His neutral-air attack; it does noticeably less damage if the axe isn't in his hands.
* SwallowedWhole: One of his abilities is to attack from beneath by swallowing his opponent, and them eject them [[ToiletHumor out the back door]].
* SwallowedWhole: One of his abilities is to attack from beneath by swallowing his opponent, and them eject them [[ToiletHumor out the back door]].
to:
* SpinAttack: His neutral-air attack; neutral special; it does noticeably less damage if the axe isn't in his hands.
* SwallowedWhole:One of his abilities His Up Special is to attack from beneath by swallowing his opponent, and them eject them [[ToiletHumor out the back door]].
* SwallowedWhole:
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to:
* ToiletHumor: In addition to pooping out enemies after eating them, his side special has him dash forwards while farting.
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Updated a bunch of the characters due to the heavy metal update dropping.
* AttackReflector: His neutral special, Tetro Twist, can knock away enemies and deflect projectiles.
* DashAttack: His Side Special, Agent Combo, lets him dash up to three times.
* DeathFromAbove: Is designed with strong downward power in mind, though not as much as Welltaro.
* DashAttack: His Side Special, Agent Combo, lets him dash up to three times.
* DeathFromAbove: Is designed with strong downward power in mind, though not as much as Welltaro.
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* GroundPound: His down aerial, which has him dive straight down. Notable in that it can also be used to kick the blocks he places.
* GunsAkimbo: Can fire twin pistols as his neutral attack.
* GunsAkimbo: Can fire twin pistols as his neutral attack.
to:
* GroundPound: His down aerial, special, which has him dive straight down. Notable in that it can also be used to kick the blocks he places.
* GunsAkimbo: Can fire twin pistols as his neutralattack.
melee.
* ToiletHumor: Using his up special while a block is already placed has him fart. It deals decent damage and is a MeteorMove, to boot.
* UsingYourHead: Does a headbutt in his up melee.
* GunsAkimbo: Can fire twin pistols as his neutral
* ToiletHumor: Using his up special while a block is already placed has him fart. It deals decent damage and is a MeteorMove, to boot.
* UsingYourHead: Does a headbutt in his up melee.
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* AntiAir: His Up Aerial has him fire a beat upwards as a projectile.
to:
* AntiAir: His Up Aerial special has him fire a beat upwards as a projectile.
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* DivingKick: His neutral aerial is an aimable one.
* SlideAttack: His ground move.
* SpringCoil: Summons one in his down aerial. Apart from it being his recovery, the kick he does after jumping can deal damage, and the spring itself can bounce enemies upwards.
* SlideAttack: His ground move.
* SpringCoil: Summons one in his down aerial. Apart from it being his recovery, the kick he does after jumping can deal damage, and the spring itself can bounce enemies upwards.
to:
* DivingKick: His neutral aerial side special is an aimable one.
* ExtremityExtremist: Mainly uses kicks in his melee attacks.
* SlideAttack: Hisground move.
grounded charge.
* SpringCoil: Summons one in his downaerial.special. Apart from it being his recovery, the kick he does after jumping can deal damage, and the spring itself can bounce enemies upwards.
* ExtremityExtremist: Mainly uses kicks in his melee attacks.
* SlideAttack: His
* SpringCoil: Summons one in his down
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* CloseRangeCombatant: He has no ranged attacks, but his close ranged attacks are very powerful.
* GoodOldFisticuffs: His Down Aerial and Grounded Charge attacks have him use these. The Down Aerial is notable in that it's one of the strongest attacks in the game.
* MightyGlacier: His attacks are very strong, but they are fairly short-ranged and his movement is fairly wonky.
* NotQuiteFlight: His DoubleJump behaves oddly. Instead of jumping a second time, he swims upwards for a short amount of time.
* GoodOldFisticuffs: His Down Aerial and Grounded Charge attacks have him use these. The Down Aerial is notable in that it's one of the strongest attacks in the game.
* MightyGlacier: His attacks are very strong, but they are fairly short-ranged and his movement is fairly wonky.
* NotQuiteFlight: His DoubleJump behaves oddly. Instead of jumping a second time, he swims upwards for a short amount of time.
to:
* CloseRangeCombatant: He has no ranged attacks, but his close ranged attacks are very powerful.
powerful. Averted as of Heavy Metal, as he gained two projectiles.
* GoodOldFisticuffs: His DownAerial Melee and Grounded Charge attacks have him use these. The Down Aerial Melee is notable in that it's one of the his strongest attacks in attacks, especially if used after a Side Special.
* HumanCannonball: Or a fish cannonball, done via his Side Special. Fishy can even use his shotgun or a powered-up down melee after thegame.
launch.
* MightyGlacier: His attacks are very strong, butthey are fairly short-ranged and his he is rather slow in the movement is fairly wonky.
department.
* NotQuiteFlight: His DoubleJump behaves oddly. Instead of jumping a second time, he swims upwards for a short amount of time. As of Heavy Metal, it was changed to his Up Special and he gained a proper air jump.
* GoodOldFisticuffs: His Down
* HumanCannonball: Or a fish cannonball, done via his Side Special. Fishy can even use his shotgun or a powered-up down melee after the
* MightyGlacier: His attacks are very strong, but
* NotQuiteFlight: His DoubleJump behaves oddly. Instead of jumping a second time, he swims upwards for a short amount of time. As of Heavy Metal, it was changed to his Up Special and he gained a proper air jump.
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* ShortRangeShotgun: His shotgun, despite firing side-to-side, has very little range, making it act more like a melee weapon than a true firearm.
to:
* ShortRangeShotgun: His shotgun, despite firing side-to-side, has very little range, making it act more like a melee weapon than a true firearm.
firearm. As of heavy metal, it only fires to one side, though it is classifed as a melee attack rather than a special.
* YouWillNotEvadeMe: His down special, if it hits, allows him to throw enemies towards himself. Great for getting around his lack of speed.
* YouWillNotEvadeMe: His down special, if it hits, allows him to throw enemies towards himself. Great for getting around his lack of speed.
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* EpicFlail: He can utilize a chained spike ball, which synergies excellently with his hover.
* FastTunneling: Tunnels underground for his grounded charge attack.
* FastTunneling: Tunnels underground for his grounded charge attack.
to:
* ChainsawGood: Jumps up in the air and then falls down while holding one in his grounded charge after heavy metal.
* EpicFlail: He can utilize a chained spikeball, ball with his down special, which synergies excellently with his hover.
*FastTunneling: Tunnels underground for LaserBlade: Swings one in his grounded charge attack.side melee.
* EpicFlail: He can utilize a chained spike
*
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* PrecisionGuidedBoomerang: He uses his scythe as this for his Neutral Aerial. It is weak and has short-range, but it can do multiple hits and is aimable.
* SinisterScythe: Of course, being a reaper. His Neutral Aerial has him throw one like a boomerang, and his Up Aerial has him attack with them at close range.
* ThisIsADrill: His super, which creates an expanding ring of drills around him.
* SinisterScythe: Of course, being a reaper. His Neutral Aerial has him throw one like a boomerang, and his Up Aerial has him attack with them at close range.
* ThisIsADrill: His super, which creates an expanding ring of drills around him.
to:
* PrecisionGuidedBoomerang: He uses his scythe as this for his Neutral Aerial. side special. It is weak and has short-range, cannot be aimed after Heavy Metal, but it has a long range and can do deal multiple hits and on the way back. It does not come back directly to you after Heavy Metal, but if it is aimable.
caught it powers up the next time you use it.
* SinisterScythe: Of course, being a reaper. HisNeutral Aerial Side Special has him throw one like a boomerang, and his Up Aerial Down Melee has him attack with them at close range.
* ThisIsADrill: His super, which createsan two expanding ring rings of drills around him.
him. His up special has him now jump upwards while holding two drills.
* SinisterScythe: Of course, being a reaper. His
* ThisIsADrill: His super, which creates
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* DashAttack: Her Up Aerial, which can be aimed in any direction.
* DivingKick: Her Down Aerial. Its trajectory can be aimed to either go straight down or at a downwards angle.
* DivingKick: Her Down Aerial. Its trajectory can be aimed to either go straight down or at a downwards angle.
to:
* DashAttack: Her Up Aerial, Special, which can be aimed in any direction.
* DivingKick: Her DownAerial. Special. Its trajectory can be aimed to either go straight down or at a downwards angle.angle.
* StatusBuff: Her grounded charge after Heavy Metal has her jump through a time gate, gaining a dragon star. This powers up her side melee, Side Special, and Up Special, but it disappears if the latter two are used.
* DivingKick: Her Down
* StatusBuff: Her grounded charge after Heavy Metal has her jump through a time gate, gaining a dragon star. This powers up her side melee, Side Special, and Up Special, but it disappears if the latter two are used.
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* WaveMotionGun: Her super attack.
to:
* WaveMotionGun: Her super attack.
attack. It even moves up and down after Heavy Metal.
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* AdaptationalBadass: While not weak in his home game, he certainly didn't have the power to summon huge waterfalls.
* BubbleGun: Also capable of [[RecoilBoost propelling him]] when he uses it.
* BubbleGun: Also capable of [[RecoilBoost propelling him]] when he uses it.
to:
* DashAttack: His melees have him dash in any direction.
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* TeleFrag: He can teleport right on top of enemies who were hit by his puddle projectile, delivering a considerable amount of damage to them in the process. With good timing, he can also teleport into enemies who get too close to his puddle for even more damage.
to:
* TeleFrag: He can teleport right on top of enemies who were hit by his puddle projectile, delivering a considerable amount of damage to them in the process. With good timing, he can also teleport into enemies who get too close to his puddle for even more damage. His Side Special also can deal damage.
* TrapMaster: Courtesy of his puddle, which can be placed in either his Neutral, Up, or Down Specials.
* TrapMaster: Courtesy of his puddle, which can be placed in either his Neutral, Up, or Down Specials.
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None
Changed line(s) 28 (click to see context) from:
* GroundPount: His down aerial, which has him dive straight down. Notable in that it can also be used to kick the blocks he places.
to:
* GroundPount: GroundPound: His down aerial, which has him dive straight down. Notable in that it can also be used to kick the blocks he places.
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to:
* ThePowerOfTheVoid: His super, which creates a large blob from Bit Trip Void.
* CloseRangeCombatant: He has no ranged attacks, but his close ranged attacks are very powerful.
* GoodOldFisticuffs: His Down Aerial and Grounded Charge attacks have him use these. The Down Aerial is notable in that it's one of the strongest attacks in the game.
* GoodOldFisticuffs: His Down Aerial and Grounded Charge attacks have him use these. The Down Aerial is notable in that it's one of the strongest attacks in the game.
* FastTunneling: Tunnels underground for his grounded charge attack.
Changed line(s) 67 (click to see context) from:
* SinisterScythe: Of course, being a reaper.
to:
* SinisterScythe: Of course, being a reaper. His Neutral Aerial has him throw one like a boomerang, and his Up Aerial has him attack with them at close range.
Changed line(s) 106 (click to see context) from:
* GrapplingHookPistol: Uses one in her down aerial. It can be used both to grab onto enemies and to get you closer to the ground.
to:
* GrapplingHookPistol: Uses one in her down aerial. It can be used both to grab onto enemies and to get you closer back to the ground.
* MoreDakka: Her grounded charge has her do this.
Changed line(s) 120 (click to see context) from:
* BouncingBattler: In addition to automatically jumping like everyone else, you can hold down to have him hold his shovel blade downwards like in his home game. While it actually makes your GoombaStomp weaker, it can be useful for mobility since you can jump quicker by bouncing on your shovel blade.
to:
* BouncingBattler: In addition to automatically jumping like everyone else, you can hold down to have him hold his shovel blade downwards like in his home game. While it actually makes your GoombaStomp weaker, it can be useful for mobility since you can jump quicker by bouncing on your shovel blade.don't have any landing lag with his Shovel Drop.
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to:
* SwordPlant: See BouncingBattler.
Changed line(s) 132 (click to see context) from:
* DashAttack: His Up Aerial has him curl into a ball before charging upwards or at an angle.
to:
* DashAttack: His Up Aerial has him curl into a ball before charging upwards or at an angle. His Super attack has him do this a lot as well.
Changed line(s) 147,149 (click to see context) from:
* MegatonPunch: His Up Aerial has him teleport, then punch in a direction of your choice.
* ShockAndAwe: In addition to his LightningGun, his grounded attack shoots an electrical orb upwards which can be moved with his Neutral Aerial.
* ShockAndAwe: In addition to his LightningGun, his grounded attack shoots an electrical orb upwards which can be moved with his Neutral Aerial.
to:
* MegatonPunch: His Up Aerial has him teleport, then punch in a direction of your choice. \n It's one of his strongest attacks, and both the teleport itself and the punch can magnetize enemies.
* ShockAndAwe: In addition to his LightningGun, his grounded attack shoots an electrical orb upwards which can bemoved attracted with his Neutral Aerial.
* ShockAndAwe: In addition to his LightningGun, his grounded attack shoots an electrical orb upwards which can be
* ShortRangedLongRangedWeapon: His Neutral Aerial has him create a short-ranged explosion from his head cannon, which is normally used as a projectile weapon with his grounded charge.
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to:
* SpinAttack: His Neutral Aerial. It can deal multiple hits and you can even reverse your gravity while spinning.
* SpikesOfDoom: His Down Aerial has him create some spikes, which then go downwards. It deals much more damage at close range than after they're thrown.
* WordsCanBreakMyBones: His Up Aerial has him physically attack with the word "AVOID".
* SpikesOfDoom: His Down Aerial has him create some spikes, which then go downwards. It deals much more damage at close range than after they're thrown.
* WordsCanBreakMyBones: His Up Aerial has him physically attack with the word "AVOID".
Changed line(s) 189 (click to see context) from:
* MechanicallyUnusualFighter: Instead of double jumping (like everyone else sans Viridian), he shoots his Gunboots downwards as a RecoilBoost. He also has an ammo meter which can run out via his double jump or some of his attacks, which has to be refilled by jumping off the ground or onto an enemy.
to:
* MechanicallyUnusualFighter: Instead of double jumping (like everyone else sans Viridian), he shoots his Gunboots downwards as a RecoilBoost. He also While he only has an ammo meter which can run out via his to fire one bullet to act as a double jump or some of his attacks, which has jump, he can spend more to be refilled by jumping off the ground or onto an enemy.gain more lift and deal damage to enemies below you.
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None
* GroundPount: His down aerial, which has him dive straight down. Notable in that it can also be used to kick the blocks he places.
Changed line(s) 41 (click to see context) from:
to:
* SpringCoil: Summons one in his down aerial. Apart from it being his recovery, the kick he does after jumping can deal damage, and the spring itself can bounce enemies upwards.
* MightyGlacier: His attacks are very strong, but they are fairly short-ranged and his movement is fairly wonky.
* CloseRangedCombatant: Unlike most other characters in the roster, she does not have any projectiles, apart from her super.
* DashAttack: Her Up Aerial, which can be aimed in any direction.
* DivingKick: Her Down Aerial. Its trajectory can be aimed to either go straight down or at a downwards angle.
* DashAttack: Her Up Aerial, which can be aimed in any direction.
* DivingKick: Her Down Aerial. Its trajectory can be aimed to either go straight down or at a downwards angle.
* ArmCannon: Her grounded attack has her charge up a barrage of bullets.
* GrapplingHookPistol: Uses one in her down aerial. It can be used both to grab onto enemies and to get you closer to the ground.
* GrapplingHookPistol: Uses one in her down aerial. It can be used both to grab onto enemies and to get you closer to the ground.
* MegatonPunch: His Up Aerial has him teleport, then punch in a direction of your choice.
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* ShockAndAwe: His Up Aerial has him fire a controllable spark, which he follows when the attack button is released.
* WaveMotionGun: Fires one upwards for its super attack.
* WaveMotionGun: Fires one upwards for its super attack.
Changed line(s) 173 (click to see context) from:
* ArmedLegs: Welltaro's gunboots
to:
* ArmedLegs: Welltaro's gunbootsgunboots.
He can also pop it on command by using his up aerial again.
* MechanicallyUnusualFighter: Instead of double jumping (like everyone else sans Viridian), he shoots his Gunboots downwards as a RecoilBoost. He also has an ammo meter which can run out via his double jump or some of his attacks, which has to be refilled by jumping off the ground or onto an enemy.
* RecoilBoost: Does this instead of a double jump.
* RocketJump: His ground attack.
* ShortRangedShotgun: His neutral aerial makes his gunboots act like this.
* RecoilBoost: Does this instead of a double jump.
* RocketJump: His ground attack.
* ShortRangedShotgun: His neutral aerial makes his gunboots act like this.
Changed line(s) 187 (click to see context) from:
* AnAxeToGrind: His main weapon is his signature axe, which is a vital tool for both ranged encounters and close quarters combat.
to:
* AnAxeToGrind: His main weapon is his signature axe, which is a vital tool for both ranged encounters and close quarters combat. He can also throw a much larger one in his super.
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None
Deleted line(s) 26 (click to see context) :
* DualWielding: Can fire twin pistols as his neutral attack.
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to:
* GunsAkimbo: Can fire twin pistols as his neutral attack.
* AntiAir: His Up Aerial has him fire a beat upwards as a projectile.
* NotQuiteFlight: His DoubleJump behaves oddly. Instead of jumping a second time, he swims upwards for a short amount of time.
* OrbitingParticleShield: Can create one made of smaller fish by charging up his ground attack. The fishes themselves only deal 2 damage without flinching, but after you charge them, they contstantly follow you.
* OrbitingParticleShield: Can create one made of smaller fish by charging up his ground attack. The fishes themselves only deal 2 damage without flinching, but after you charge them, they contstantly follow you.
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to:
* WaveMotionGun: Her super attack.
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* RammingAlwaysWorks: Her super involves summoning her ship to crash into enemies.
to:
* RammingAlwaysWorks: Her super involves summoning her ship to crash into enemies.
enemies. The ship itself also leaves a lot of vampire cubes behind.
* AttackReflector: Just like in his home game, his Neutral Aerial can reflect projectiles.
* BouncingBattler: In addition to automatically jumping like everyone else, you can hold down to have him hold his shovel blade downwards like in his home game. While it actually makes your GoombaStomp weaker, it can be useful for mobility since you can jump quicker by bouncing on your shovel blade.
* BouncingBattler: In addition to automatically jumping like everyone else, you can hold down to have him hold his shovel blade downwards like in his home game. While it actually makes your GoombaStomp weaker, it can be useful for mobility since you can jump quicker by bouncing on your shovel blade.
Changed line(s) 118,119 (click to see context) from:
* DashAttack: His Up Aerial has him curl into a ball before charging upwards.
* HavingABlast: His Neutral Aerial creates an explosion on both sides of him.
* HavingABlast: His Neutral Aerial creates an explosion on both sides of him.
to:
* DashAttack: His Up Aerial has him curl into a ball before charging upwards.upwards or at an angle.
* HavingABlast: His Neutral Aerial creates an explosion on both sides of him. His charged ground attack also summons an exploding star.
* HavingABlast: His Neutral Aerial creates an explosion on both sides of him. His charged ground attack also summons an exploding star.
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to:
* ShockAndAwe: In addition to his LightningGun, his grounded attack shoots an electrical orb upwards which can be moved with his Neutral Aerial.
* StanceFighter: In a sense. He can throw his axe as a strong projectile, but he doesn't pick it up, it makes his SpinAttack less effective and changes his ground attack to bringing the axe to his location.
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* ThrowingYourSwordAlwaysWorks: In this case, his Axe can be thrown with his ground attack. However, be careful since you can hit yourself with it and you have to manually pick it up after you throw it.
Changed line(s) 196 (click to see context) from:
* SNKBoss: He has a health bar three times the normal length, hits like a truck, [[NoSell rarely flinches from attacks]], has multiple hard-to-avoid projectiles, and can freely move through the air during some of his moves. If you don't go into the fight with all three lives, you probably won't come out on top.
to:
* HomingProjectile: One of his attacks as him fire several homing missiles.
* ImmuneToFlinching: Most attacks, including your GoombaStomp, won't make him flinch. Only stronger attacks will knock him around.
* SNKBoss: He has a health bar three times the normal length, hits like a truck,[[NoSell [[ImmuneToFlinching rarely flinches from attacks]], has multiple hard-to-avoid projectiles, and can freely move through the air during some of his moves. If you don't go into the fight with all three lives, you probably won't come out on top.
* ImmuneToFlinching: Most attacks, including your GoombaStomp, won't make him flinch. Only stronger attacks will knock him around.
* SNKBoss: He has a health bar three times the normal length, hits like a truck,
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* SlideAttack
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* SlideAttack
DivingKick: His neutral aerial is an aimable one.
* SlideAttack: His ground move.
* SlideAttack: His ground move.
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* SinisterScythe: Of course, being a reaper.
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* PrecisionGuidedBoomerang: He uses his scythe as this for his Neutral Aerial. It is weak and has short-range, but it can do multiple hits and is aimable.
* SinisterScythe: Of course, being a reaper.
* SinisterScythe: Of course, being a reaper.
* TeleFrag: Her Up Aerial works like this. It can also be used to push her vampire cubes around.
* DashAttack: His Up Aerial has him curl into a ball before charging upwards.
* HavingABlast: His Neutral Aerial creates an explosion on both sides of him.
* HavingABlast: His Neutral Aerial creates an explosion on both sides of him.
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* StarPower: His grounded charged attack and down aerial both involve stars.
* HollywoodMagnetism: Any of his attacks will magnetize the enemy that they hit, making them fly towards him when he uses his Neutral Aerial.
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* MechanicallyUnusualFighter: Again, enemies that are hit by his attacks will be magnetized. If they are within a certain distance from him, he can pull them in with his Neutral Aerial.
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* AntiAir: As said below, many of its attacks fire upwards.
* ChargedAttack: While everyone has a chargeable ground attack, Velocispider's is notable as not only can you both move and jump while charging, you can also start charging with your Neutral Aerial.
* ChargedAttack: While everyone has a chargeable ground attack, Velocispider's is notable as not only can you both move and jump while charging, you can also start charging with your Neutral Aerial.
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* HavingABlast: Its Neutral Aerial creates a short-ranged explosion from its head cannon.
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--> '''Origin:''' ''VideoGame/{{Dandara}}''
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!!Creep A. Crow
-> '''Origin:''' ''VideoGame/{{Redungeon}}''
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-> '''Origin:''' ''VideoGame/{{Redungeon}}''
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!!Molli Pop
-> '''Origin:''' ''Candies 'n Curses''
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-> '''Origin:''' ''Candies 'n Curses''
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!!Nocturna
-> '''Origin:''' ''VideoGame/CryptOfTheNecrodancer''
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-> '''Origin:''' ''VideoGame/CryptOfTheNecrodancer''
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!!Vampire Hunter
-> '''Origin:''' ''Turn Undead''
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-> '''Origin:''' ''Turn Undead''
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Changed line(s) 255 (click to see context) from:
!!Finn
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Changed line(s) 258 (click to see context) from:
"Finn is a pirate shark with a trident harpoon affixed to his arm. Along with four other grappling marauders, he often partakes in an aerial bloodsport called "Skyhook". His powerful teeth and ability to land-swim come in handy in a pinch. He also enjoys basketball." ― Trophy Description
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Changed line(s) 277 (click to see context) from:
"When the femme fatale Satura showed up to crash his luau, it was up to Hue, alongside his rival Val, to restore order. While running races consume much of his time, he's also an accomplished cosplayer. Despite his competitive nature, he's quite the gentleman" ― Trophy Description
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"When the femme fatale Satura showed up to crash his luau, it was up to Hue, alongside his rival Val, to restore order. While running races consume much of his time, he's also an accomplished cosplayer. Despite his competitive nature, he's quite the gentleman" gentleman." ― Trophy Description
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"Jack was nimble, Jack was quick, Jack whipped every candlestick...or so the legend goes. Jack has been known to leap and dash across spooky hilltops, gothic cityscapes, and dank dungeons. With his trusty whip in tow, he is able to destroy candles along his path." ― Trophy Description
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Added DiffLines:
"Moth, a plucky adventurer, has arrived to investigate a conspiracy that has been welling deep within the stone walls of an ancient castle. Little does he know, the keep's master has been leading its denizens to build a dangerously revolutionary device. Hurry, Moth!" ― Trophy Description
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!!Jack B. Nimble
-> '''Origin:''' ''Jack B. Nimble''
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-> '''Origin:''' ''Jack B. Nimble''
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!!Moth
-> '''Origin:''' ''VideoGame/CreepyCastle''
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-> '''Origin:''' ''VideoGame/CreepyCastle''
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Added DiffLines:
"The once prosperous land of Salt is now a directionless world on the brink of collspse. Dandara, a savior from the Crib of Creation has awoken to restore order. She uses gravity-defying leaps to navigate mazelike domains, and defeats foes bent on oppression." ― Trophy Description
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"Tamako is a young girl who finds herself trapped in the shadowy realm of the Yokai. On her journey to return home, she must avoid the coins she finds. They weigh her down, preventing her from being nimble enough to make the journey out of the spectral realm." ― Trophy Description
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"Wyrn is a girl with big ambitions. She strives to become the Ultimate Videogame Hero. In order to do that, she must topple the world's current heroes. Equipped with dual pistols and a mean-looking sword, she uses insane aerial maneuverability to stay on top." ― Trophy Description
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Changed line(s) 80 (click to see context) from:
* AdaptionalBadass: While not weak in his home game, he certainly didn't have the power to summon huge waterfalls.
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* AdaptionalBadass: AdaptationalBadass: While not weak in his home game, he certainly didn't have the power to summon huge waterfalls.