You know my Crechelings Are Possessed post?
What if it was just the one? A SI-OC or OC?
Dying and going THROUGH the Force? I will attest, is GONNA have side effects. You're gonna end up... weird. Not Normal for a Force Sensitive. Kinda like Anikin tbh. A bit TOO in tune. A bit TOO aware. Connected.
As though your brain was cracked open 5+ dimensionally, to the Whole Of Creation that IS the Force and it kinda fucked you up a bit. Cause as A Luminous Force Being? You were fine! Energy and light! But as MATTER? Well...
Matter breaks.
Can withstand only so much.
We are LIMITED by our matter, crude and flawed as it is. Beloved as it may be.
Cause make no mistake! You aren't BROKEN. But you are CHANGED. There were a series of clear, monumentous, and "life" altering events back to back here! Death, a traumatizing thing no matter HOW peaceful it may have been. And in all likelihood? It was NOT a peaceful end. It probably? Hurt. Was frightening. Abrupt. There is grief and hurt there. Fear.
Then the trauma of being separated from everyone we have ever known. Without closure. For them OR us. Our empathy would remind us of their suffering. That they do NOT know we are okay. That we have no way to TELL them we are. This too, is trauma. But? Worse?
Is the Force.
We? Are no Jedi. Not yet. We are confused. Lost and do not understand. It is FOREIGN to us. An outside will that we cannot escape. Where are our gods? The death we expected? The afterlife we assumed we would meet? It's INSIDE US. It IS US. We are IT. We don't know where we are and everything feels?
E N D L E S S .
Can force ghosts even cry? Weep, terrified and overwhelmed? Afraid? Simply BRINGING us to them would not impart understanding. And imparting understanding? Well... we know it to be not OF us? To be inflicted. An invasion. The Force is not cruel. But! Importantly! It is not and has never BEEN? Mortal.
Blue and Orange morality is at play. How do you explain to a formless, infinite, all knowing, all powerful God Force? The concept of "boundaries"? Limits? There is GOOD to be done. It's helping you! Pushing love and comfort! Surely that should work? Why is that not working? It is... confused. Not MADE for such contemplations.
This too, is Trauma. Being held in the hands of a God. Benevolent does not mean SAFE. Does not mean you will not be unharmed. Just... that they do not MEAN to harm you.
Or have very Good Reasons for why they "Must".
The Force Ghosts help. They are patient in the way only old Master's could be. Kind. They understand. Have taught. And so? Though they are quite confused, they understand you struggle to release your fear. Explaining things helps. Talking helps. And you find peace.
Not the afterlife you EXPECTED, but not terrible.
Which... of course, is when once again things change.
Birth, Life, these TOO, are Trauma. You were FREE. No more pain. No aches. No hunger, no thirst, no exhaustion. Connection deeper then this broken and flawed matter could ever hope to achieve. The world has gone SILENT. Muffled. Like solitary confinement for the SOUL.
Only in meditation, are you FREE.
Your parents can't handle you. You grieve for them. For the child they should have had. Look around the nursery, so filled with excitement and love, and feel nothing but the urge to weep. You are a stillborn, brought to life. A child stolen. They deserved better then this. Even as you can not be anything but what you ARE? What of THEIR sorrow? Their confusion and futures now impossible?
You love them. They are not yours. Will never tryely be your parents, for all they brought you into this world. But oh, Oh, you love these poor grieving souls. Wish it had not been you. That they could have had the child they were so excited to love. You... you are sorry. So, so sorry.
They take you to the Temple. You guild them to a child in need, first. Hope they will be happy.
You do not look back.
They put you in a Creche with others just as "Unusually Strong" in the Force. Is that Grogu? Hi Grogu. Who are the rest of you? The room is quite. Everyone talking loudly in the Force, instead. It would be deafening for the more delicate younglings. They don't have the shields for it yet. The children here SHOUT without meaning too, like standing at a rock concert.
Visions are a constant thing. Unusual Force gifts and manifestations. Illirrrska can see auras. Doesn't know what they MEAN, mind you, and xe sees them on EVERYTHING that lives, but still! Xey are well on xeir way to figuring it out. (Xey have a holo document cataloging the colors, you see.)
You fit right in! With your Tiny Herald Of Death To Come nature. Your Creche mates believe you. The adults? Have grown numb. Used to filtering. Tiny younglings with Too Much Force flowing through them? Are horrors. Viscerally unsettling. Unnatural.
Even to the Jedi.
But! They REFUSE to treat children with such caution and distain. Hold them at an arms length out of FEAR. So they mentally filter. "That's nice dear, horrifying concepts and brain melting secrets, mmmhmmm. Eat your pudding. Who wants to play float ball~‽ Yaaaaaay!"
No one will listen. Future in motion. But really, of course it is. You are no fool.
However... tell me, Master Jedi. Does it matter? If we die one step to the right as apposed to the left? Because you would not LISTEN when the Force spoke? The future only changes when you ACT. Not when you REFUSE too. Out of FEAR. Out of IGNORANCE. Out of ATTACHMENT.
And make no mistake, you ARE attached. Clinging so hard to your beliefs that you could not POSSIBLY be wrong. Could not POSSIBLY be fallible, be fooled by the Dark Side and lead astray, that you have turned your back on the very Tennants of the Code itself.
What is more important? Tradition or the Force? The innocent or the way things were? Tell me, what is the will of the Force... and what is Fear? Convenience? The little moral compromises that damn? Who do you serve, Master Jedi? And ARE you serving them?
Perhaps you should meditate.
Just???
This Tiny Cryptid Crecheling? That speaks like a wizened old Master? Feels like a tiny star in the Force? Not a cute lil ball of light. A FUCKING STAR. Giant ball of gas in space, a burning ball of light, THAT kind of star! But... small? Person shaped. It's like meditating next to a Force Nexus.
They just? Hand you things. Or sabotage random ships. Literally just FUCKING SHOT a knight once, for no clear reason! All they would say is "it's not like you'll actually listen. This is the only way." What? Of COURSE WE'LL LISTEN! (No. They won't. Just ask Sifo. Ask Obi-Wan. The Sith, fear, and hubris have eroded the Jedi from within.)
The full blown confidence of an adult? Combined with the creepy "oh god. They're in THE VENTS!!!" Nature of highly force sensitive Crechelings?
Magnificent~☆
They can see into your SOUL. Are holding a toddler that squirms around, wiggles up to whisper in their ear, gets a nod, only for YOU to be somberly informed that your second in command (a life long friend) has betrayed you. Avoid wearing red. You will die on a Friday. By the way, they can't reach the counter... could you hand them those snacks?
One of the other one speaks to trees.
The trees SPEAK BACK.
Prophecy. Fuckin Terrifying Prophecy EVERYWHERE.
Did YOU want to know that your grandson will grow up to kill his brother? No? Too bad! Not even married yet? ALSO TOO BAD! Have FUN with that knowledge! How about learning that there is horrific suffering planets away? No. No there ISN'T anything you can do about it. Just... here! Have some Deeply Cursed Knowledge. From a toddler. Now! They're gonna go eat grass~☆
The appear and disappear at random. Climb the walls. Fuckin FLOAT. The Force itself is their imaginary friend! They literally consult it over PUDDING CHOICES. Sometimes? They talk in perfect synchronization, like a hive mind. Stare without blinking. One moment they are perfectly normal children... the next? Like PUPPETS.
Tiny avatars. Through which SOMETHING GREATER speaks. They KNOW, not think, KNOW what they need to do. You can not convince them. Trying just makes you an obstacle to be overcome.
They are four.
Toddlers and children. Younglings. Initiates!
I just? Want there to be? A portion of Deeply Cursed/Possessed Crechelings? That are just LIKE that. Loved regardless. Nothing wrong with them. They're just too strong for their lil bitty baby brains. Once they learn to shield better? It'll balance out. Anikin would have gone there, had he been found young.
It'd be hilarious? If what saves the galaxy? Is someone finally REMEMBERING that? And thinking to themselves?
"Hey, you know what might be good for that Skywalker kid? Being exposed to more Force Sensitives that GET him. We should put him on Cursed Crechelings duty for a bit." And??
Anikin? Is in LOVE? They are all so SMOL an NORMAL? Finally! Jedi who aren't EMOTIONALLY DISTANT! Shielded? What do mean "Shielded"? No I'm not shouting all the time! This is my normal speaking voice! *Skywalker confusion as he cuddles babies*
Cause like? He too? Spoke in horrifying prophecy? Was vaguely Anti-christ-y? Did the (o.o) see into your sooooooul stare? So WHAT? That's just how babies ARE!
.....what do you MEAN "no"?
Every day, throwing open Obi-Wan's poor, slowly being destroyed, front door like "Master! Did you know I am AN OUTLIER!? And REALLY LOUD!? Other people aren't emotionally crippled psychopaths, they're just really REALLY quite compared to me!!" "Ah. Yes, Anikin, please. Maybe say that LOUDER. I don't think the ENTIRE temple quite heard you... -_- "
Just?? Anikin Skywalker! And his Hoard of Creepy Possessed Crechelings that are TOTALLY NORMAL, Guys! All kids are like this! He's a GREAT role model and baby sitting! Yeah, it's the Clone wars, and no, he has NO idea how the entire Creche got onto the ship... but hey! Enrichment! That's good for them, right?
(^-^) (o.o) (|o.o|) (o,o) (o-o) (|o,o|)
*clones look from their general, to the tiny unblinking magic jedi babies, back to their general* s-sure?
@legitimatesatanspawn @spidori @babbling-babull @hdgnj @hypewinter @leftnotright @starwarsblr
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What if Dipper and Mabel Pines were in Super Smash Bros?
This is something I wrote several years ago and it's just been sitting on my drive. I posted it on Ao3, but recently became aware that Tumblr might be a better platform. So, here goes my first real post on this site.
Ever wondered what it would be like if Dipper and Mabel from Gravity Falls were playable characters in Super Smash Bros.? Well, wonder no longer, because here's my extensive idea for what their moveset would be like. Though sadly, I don't have art of this, since my digital art skills are... lacking, at best.
I also haven't 100% figured out all the nuances like how much damage every move does, so if anyone has any balancing-related suggestions (for that or anything else, really).
General Overview
Statistically speaking, the Mystery Twins would be fairly weak, with relatively low average damage and launch power, as well as being lightweight and not particularly fast. This makes sense as they are both (physically, at least) completely ordinary just-barely-teenagers with none of the inherent supernatural powers of most of the other child characters like Ness, Lucas, the Inklings, or the younger Links. Even though they are older than the younger Links (not sure about Ness/Lucas/Villager), the Links have the Triforce of Courage making them stronger and granting them the combat prowess of previous Links, Ness and Lucas have their supernatural PK abilities, etc.
The Mystery Twins make up for this statistical weakness with versatility due to their variable moveset. Many of their special moves are also able to temporarily either nerf opponents or buff themselves to even the odds. They are also significantly stronger when working together, since for most moves, they’ll attack at the same time, but even together, their raw damage wouldn’t be particularly excellent. The Mystery Twins would be a very difficult fighter to play effectively, but I’m hoping they’d also be a very fun one. I am aware that this fighter would be a nightmare to program and animate, but this is my imagination, so such paltry concerns as “budgets,” “programming,” and “animation time” mean NOTHING!
We'll start with their special gimmick, since that's key to understanding how this character works:
Gimmicks:
Mystery Twins Forever: This is basically the fact that they’re a two-part fighter, like the Ice Climbers, and work in much the same way, though with one notable difference. Using their D-Special when neither twin is KO’d will switch which twin is in front and under direct control (same as pressing [L] in Gnome Gemulets), changing most other moves.
Because of this, they essentially have two different movesets (similar to Zelda/Sheik from Melee and Brawl), meaning there’s a lot of versatility to this character, though of course it’s dependent on both twins being around. Though they are a single fighter, each twin is a separate entity and can be independently KO’d, just like the Ice Climbers. Try to avoid this, as it will both limit your move choices and make an already complex and statistically inferior fighter much weaker.
A KO’d twin respawns only after the other is also KO’d, or after using a Final Smash. If the current active twin is KO’d, you lose a stock (or point) and both respawn. KO'ing the non-active twin will not affect points or cause stock loss, but does replace the remaining twin's D-special with a different move.
On the fighter select screen, you can decide which twin will start as active, much like Pokémon Trainer can choose the starting Pokémon.
Special Moves
[B] Neutral Special (Dipper) - Growth Ray: Dipper turns the size-altering flashlight’s blue Growth Ray on himself, increasing his size for 10 seconds, with the same effect as the Super Mushroom item. Others very close to Dipper (such as Mabel) can also be affected. There is a 20% chance that Dipper fumbles the flashlight and points the growth ray forward (with the same hitbox as the normal shrink ray), not affecting him at all, but potentially growing other fighters who touch it.
Duration: 10 seconds
Backfire chance: 20% (1 in 5)
[B] Neutral Special (Mabel) - Shrink Ray: Mabel turns the size-altering flashlight’s pink Shrink Ray on enemies, creating a short-ranged cone in front of you that shrinks enemies hit by it, causing the same effect as the Poison Mushroom item for 10 seconds. There is a 10% chance that Mabel fumbles the flashlight and shrinks herself (and Dipper, if he's there) with the same hitbox as the normal Growth Ray.
Duration: 10 seconds
Backfire chance: 10% (1 in 10)
This move is of course based on the size-altering flashlight which Dipper created in s1e11: Little Dipper, though its function seemed both too powerful and too confusing to put into a single move, so I split its two options between the twins, on the grounds that Mabel also uses the flashlight in that episode, and it is her magic item in PinesQuest, in which case shrinking is the only thing it does.
Both rays have slight startup lag to take out the flashlight and aim it, so you can’t just surprise someone with a sudden growth. No other fighter can so easily buff themselves or nerf opponents, but overuse of this powerful move is inadvisable, as that gives enemies more chances to take advantage of it (though in team battles, you could also grow your teammates!), and also provides more chances for it to backfire. However, this is the main means by which the Mystery Twins’ low stats are directly compensated. The move can’t be used again (by either twin) until its current duration wears off (no matter what happened). Use it strategically!
[<B>] Side Special (Dipper) - Memory Gun: [EN] Dipper fires a short-ranged blue energy projectile (about the same range as Z-Suit Samus’s charged Stun Pistol N-Special) that deals small flinching damage. It also makes the target temporarily forget how to use their special moves, disabling them for 8 seconds. This can be reflected and also absorbed. The ray will have no effect on subsequent hits aside from the light damage until the disabling effect wears off. If the ray hits a fighter while they are performing a special move, it won't take effect until that move is over.
This move is based on Dipper’s use of the memory gun in s2e07: Society of the Blind Eye and s2e15: The Last Mabelcorn, and the fact that he evidently had it in his backpack all the way from s2e07 to s2e13: A Tale of Two Stans.
Damage: 2%
Duration: 8 seconds
[<B>] Side Special (Mabel) - Leaf Blower: [WI] Mabel uses a leaf blower to suck in objects and blow wind. Hold {B} to suck in air. The sucking grab box is visible, similar to King Dedede’s Inhale N-Special. She can’t suck in other fighters unless they've been shrunk down, but she can suck in projectiles and non-heavy items. If she sucks in a projectile, item, or shrunken fighter, the suction stops, and the object will shoot back out of the leaf blower when [B] is released, again similar to King Dedede’s Inhale, and with a similar sort of speed boost.
If Mabel doesn't suck in anything after 3 seconds or if you just tap {B}, she’ll blow wind in a cone straight out in front of her, causing a visible windbox similar to the Gust Bellows item, but smaller and weaker. Mabel can move left and right and jump once while holding the leaf blower. This move is based on Mabel shooting Jeff the gnome leader out of a leaf blower in s1e01: Tourist Trapped.
[^B] Up Special (Dipper) - Magnet Gun: Dipper fires a beam from Ford’s Magnet Gun (which he uses in s2e17: Dipper & Mabel vs. The Future) which can grapple onto ledges when used in the air. On the ground, it’s fired straight forward by default, but can be angled slightly up or down. In the air, it’s always fired at a 45° upward angle but will autocorrect toward ledges within a wide radius of the end of the beam. The magnet beam appears instantly at full length (though it will be interrupted by walls that can't be grappled onto) and can’t be reflected or blocked, but can be dodged.
If the beam hits an enemy, Dipper will either pull them toward himself as a command grab, or him towards them, depending on the difference in weight between Dipper and the target. If the enemy weighs more than him, he’s pulled toward them; if he weighs the same or more, the enemy is pulled toward him. When Mabel is present, she holds onto him and they collectively weigh twice as much for this move.
If Dipper is pulled toward another fighter, he'll automatically footstool jump off them upon contact, pushing the enemy down while gaining height himself. The same will happen if an enemy is pulled toward him while he is in the air.
If Dipper is on the ground and pulls another fighter toward himself, this special move can be canceled immediately into a grab when the enemy enters his reach, making this move potentially the longest grab in the game.
This move causes no damage.
[^B] Up Special (Mabel) - Grappling Hook!: [PH] Mabel fires her grapple gun upward, acting as a tether for recovery, which can also cause damage with decent launching ability. It’s a long tether that can grab onto ledges, basically the same as Joker’s default U-Special. On the ground, the hook is fired at a slight upward angle and has significant end lag as it retracts. In the air, it’s fired at a 60° angle by default but can be changed with directional input to 90° (straight up) or 45°. The area in which it will autocorrect to ledges is smaller than for Dipper's magnet gun. The hook can be reflected, but won’t bounce back at Mabel if it is; it just falls to the ground and must then be retracted.
Damage: 12%
Dipper’s Magnet Gun is better at horizontal recovery and can be very useful for combos, but doesn't actually deal any damage and its effects are very conditional. Mabel’s Grappling Hook is better for vertical recovery and actually deals damage, but has a lot less combo potential and more end lag. If both twins are present, they’ll hang onto each other and both be moved by either version of this move.
[vB] Down Special (both present and within reach of each other) - Tag Out: You switch which twin is under direct control. This can be used in the air (but only if the twins are within reach of each other) and is accomplished quite quickly, but does still leave you open for about a second. The newly active twin's Zodiac symbol (Dipper: blue Pine Tree, Mabel: pink Shooting Star, Stanford: red Six-Fingered Hand, Stanley: gold Mackerel) will appear on the damage counter, and will also flash in the air overhead when switching. If one twin is KO’d, this move changes (see below).
[vB] Down Special (Dipper alone) - Enter the Mindscape: [MA] Dipper casts the Mindscape projection spell from Journal 3 (seen in s1e19: Dreamscaperers, though in Smash it’s quicker, and he won’t say the words as that would give him away), causing his physical body to collapse, but entering the Mindscape as a ghostly, nearly invisible psychic avatar (inspired by what happened to him when Bill possessed his body in s2e04: Sock Opera). In this form, he can fly around freely with directional controls and pass through all parts of the stage, though speed is limited. The astral projection is intangible and immune to physical-, fire-, ice-, earth-, water-, sound-, toxic-, and wind-based damage, but not to magic-, electric-, or energy-based ones. However, Dipper’s real body is completely immobile and open to attack.
Pressing [B] again will immediately return Dipper to his real body. If you do so while overlapping an enemy fighter, that fighter will take heavy damage and become dizzy (like with a shield break; this is due to Dipper entering their mind and inflicting psychic damage). However, there is some end lag when you return, so don't get too cocky.
This attack cannot be blocked or countered. Fighters with higher damage will be stunned longer. If either Dipper’s real body or astral projection is hit, he’ll immediately return to normal (with end lag) though he’ll only be launched if the physical body is hit. You definitely need to keep an eye on Dipper’s real body when using this move, as well as watching out for attacks that can actually hit his astral projection, since they’ll deal 1.5x damage.
Dipper will be automatically returned to his real body after 12 seconds, but returning this way cannot affect enemies and will cause Dipper to become dizzy instead. If Dipper successfully hits someone or lets the move time out, there is a 20-second cooldown before he can use this move again.
If this seems a bit ruthless for Dipper, put it down to him seeking revenge for Mabel.
Duration: 12 seconds
Damage (non-launching): 25%
Immunity (x0 damage): PH, FI, WA, IC, EA, WI, SO, TO
Vulnerability (damage taken x1.5): EL, EN, MA
Cooldown: 20 seconds
[vB] Down Special (Mabel alone) - Attack Glitter: [WI] It’s pretty but it hurts! Mabel blows (or possibly coughs up?) a cloud of glitter into the air in front of her (based on the attack glitter used on Soos in s2e11: Not What He Seems). The glitter cloud floats in the air for 8 seconds, causing small, non-flinching tick damage over time and slowing down other fighters moving through it, similar to the Swirlix Pokéball summon (“I got glitter in my eye!”).
Hold {B} before releasing to gather more glitter and create a larger cloud. Though each cloud only lasts 8 seconds, there’s no cooldown (Mabel always has glitter), so she can make more than one at a time.
Damage (per tick): 1%
Normal Moves
If both twins are present, they will perform their neutral attacks at the same time, allowing you to set up “team” combos if positioned properly.
[A] Jab (Dipper): [PH, EN] A basic but quick 1-2-3 punch that can be used for jab-locking but is very weak until the third hit, which is enhanced with a glowing blast of power from the Gnome Battle Cuffs. Launches on the final hit.
This is Dipper's basic ground combo in Rumble’s Revenge, with the added power boost on the last hit being based on his charged-up attack from Gnome Gemulets.
Damage (1, 2):
Damage (3):
[A] Jab (Mabel): [PH] A one-two spammable swinging punch (similar to Villager’s Jab). It has slightly more reach than Dipper’s jab, as well as better damage per hit, but it's slower. Can launch on either hit at higher percentages. This is Mabel's basic ground combo in Rumble’s Revenge.
Damage (1, 2):
[>>, A] Dash Attack (Dipper): [PH] A fast side kick that launches diagonally upward at a slight angle. This is Dipper's dash attack in Rumble’s Revenge.
Damage:
[>>, A] Dash Attack (Mabel): [PH] A straight punch that's stronger than Dipper's kick, but launches at a lower angle and has more end lag. Same as her dash attack in Rumble's Revenge.
Damage:
Smash Attacks
When the twins are present and within reach of each other, they’ll perform a combined Smash Attack.
[<<A>>] Side Smash (Dipper): [SL] Dipper slashes downward with the Manotaurs’ bone spear (seen in s1e06: Dipper vs. Manliness, also his strength item in PinesQuest). Has less forward reach than Waddles, but a wider vertical hitbox, a sweet spot at the spear tip, and also less start and end lag. This is one of Dipper’s only moves that’s potentially stronger than Mabel’s corresponding one, if you land the sweet spot. Similar to Marth's S-smash.
Damage (min, sweetspot):
Damage (max, sweetspot):
Damage (min, normal):
Damage (max, normal):
[<<A>>] Side Smash (Mabel): [PH] Mabel sends her pet pig, Waddles, charging forward a short distance (based on Mabel's ground combo finisher in Rumble’s Revenge, which is itself based on her siccing Waddles on Robbie in s1e10: The Time Traveler’s Pig). Distance increases slightly with greater charge. Waddles moves the full distance whether you hit someone or not, before turning around and running back to Mabel for a hug. The run back is a sourspot that's much weaker. Waddles does not count as a projectile and cannot be reflected (he would never hurt Mabel).
The alternate costume of Stan (#8) uses Shanklin the Stab Possum from Lost Legends Part 4: Pines Bros. Mystery instead, to the same effect.
Damage (min, forward):
Damage (max, forward):
Damage (backward):
[<<A>>] Side Smash (Combined): Both twins perform their respective S-smash, with the active twin facing forward and the inactive twin facing backward.
[^^A] Up Smash (Dipper): [SO] Use awkwardness as a weapon! While charging, a lamb costume appears on Dipper and he performs the Lamby Dance. When released, he cuts to the end pose, causing a semicircular burst of music notes above and around himself that will damage and launch enemies. This is based on Dipper's ground combo finisher in Rumble’s Revenge, which is itself based on Dipper doing the Lamby Dance for the ghosts in s1e05: The Inconveniencing.
The hitbox is similar to Samus’s U-smash, but all at once instead of individually. Only the notes are a hitbox, but it’s pretty wide even on the sides, However, it's on the weaker side for a Smash attack.
Damage (min):
Damage (max):
[^^A] Up Smash (Mabel): [FI] Mabel fires a blast from a confetti cannon (used against zombies in s2e01: Scary-oke) directly overhead. Similar to Ivysaur’s U-smash, it can hit very slightly in front but is much better for anti-air. It’s stronger than Dipper’s embarrassing dance, but with a lot less reach.
Damage (min):
Damage (max):
[^^A] Up Smash (Combined): [FI] The twins perform both U-smashes at the same time, as Mabel gives an explosive confetti finish to Dipper's dance, combining the power of Mabel’s cannon blast with the reach of Dipper’s music notes.
[vvA] Down Smash (Dipper): [EA] Dipper casts a spell from the Journal that summons two zombie hands out of the ground on either side of himself, which can launch enemies directly upward. Similar to Megaman’s D-smash, though somewhat weaker. Based on Dipper summoning zombies during s2e01: Scary-Oke.
Damage (min):
Damage (max):
[vvA] Down Smash (Mabel): [BL] Swing a golf club in a wide-reaching attack that hits from back to front, covering nearly a complete circle around Mabel, with only directly overhead being uncovered. It doesn’t reach as far outward as Dipper’s zombie hands, but is faster and can actually launch enemies quite hard. This is one of Mabel’s only attacks that’s faster than Dipper’s corresponding one. It’s based on Mabel's mini-golf skills showcased in s2e03: The Golf War.
Damage (min):
Damage (max):
[vvA] Down Smash (Both): [EA, BL] Instead of causing damage, the zombie hands summoned by Dipper’s spell will hold enemies still, then Mabel swings her golf club to knock them out of the park, breaking the zombie hands and gaining a damage bonus as the trapped enemies can't defend themselves.
Tilts
If both twins are present, they will perform their tilts at the same time, similar to Ice Climbers.
[<A>] Side Tilt (Dipper): [PH] Two quick slices with a fireplace poker, based on Dipper's duel with Wax Sherlock Holmes in s1e03: Headhunters. This move is fast and has decent reach, but it’s not particularly strong. It’s useful in combos or as a “get off me” tool, but not for launching.
Damage (per hit):
[<A>] Side Tilt (Mabel): [PH] Swing a karaoke machine for a strong attack that can launch enemies quite well, but has both start and end lag. Based on her use of the karaoke machine as a “surprisingly good weapon” against zombies in s2e01: Scary-Oke.
Damage:
[^A] Up Tilt (Dipper): [PH, EN] Dipper jumps slightly forward with an uppercut. (This is a combination of the only time Dipper actually hits Rumble McSkirmish during their battle in s1e10: Fight Fighters, and his charged attack in Gnome Gemulets). It’s similar to Megaman’s U-tilt, having a sweet spot at the very start of the move (indicated by a flash of energy from the Gnome Battle Cuffs) and significant end lag. This is one of Dipper’s only moves with more end lag than Mabel's corresponding one. In fact, it's one of his only moves with significant end lag at all.
Damage (sweetspot):
Damage (sourspot):
[^A] Up Tilt (Mabel): [PH] Spin a stretchy sleeve overhead to multihit enemies, based on the charging-up animation for her charged attack in Gnome Gemulets.
Damage (per hit):
[vA] Down Tilt (Dipper): [PH] A very short and weak but fast and spammable kick that barely flinches enemies, much like Ness or Lucas’s D-tilt. It isn’t based on anything in particular, there’s just not that many actual times when Dipper fights things, so I’m pulling from other child characters.
Damage:
[vA] Down Tilt (Mabel): [PH] Mabel curls into a ball and rolls forward a short distance, similar to King Dedede’s D-tilt, though much weaker.
Damage:
Air Attacks
If both twins are present and within reach of each other, they’ll hold onto each other and use a combined air attack, improving both hitboxes and damage, though often at the cost of end lag.
[A] N-Air (Dipper): [BL] A basic aerial kick with a lingering whole-body hitbox, similar to Mario’s N-air (and many others). Based on the first hit of Dipper's aerial combo in Rumble’s Revenge.
Damage (initial kick):
Damage (lingering hotbox):
[A] N-Air (Mabel): [BL] A basic spinning move, similar to DK or Ness. She never does this in any medium I’m aware of, but it certainly seems like her style. Hits once but is stronger than Dipper's lingering kick.
Damage:
[A] N-Air (Combined): [BL] Mabel grabs Dipper’s arms from behind and spins him around right as he tries to use his normal kick attack, resulting in a spinning kick with greater than normal reach and a sweet spot on Dipper’s foot, though it does now have some landing lag (Dipper was not prepared for this).
Damage (middle):
Damage (sweet spot):
[A>] F-Air (Dipper): [BL] Dipper swings his hat in an arc from high to low, which somehow actually does damage. It's fast and has a wide hitbox, but is pretty weak. Based on the final hit of Dipper's air combo in Rumble’s Revenge. For alternate costumes without a hat (such as tuxedo and Gideon's suit), he’ll suddenly be holding his normal pine tree hat for this move. The Ford alts use an explorer-style pith helmet.
Damage:
[A>] F-Air (Mabel): [BL] A diagonal downward punch, similar to Little Mac’s F-air. Not as big as Dipper’s hat swing, but with more damage. Based on the first hit of Mabel's air combo in Rumble’s Revenge.
Damage:
[A>] F-air (Combined): [BL] Dipper’s hat swing carries enemies downward into Mabel’s slightly delayed punch, which becomes a sweet spot that can spike diagonally.
Each hit does the same damage as when performed individually.
[^A] U-Air (Dipper): [BL] Dipper swings the Journal overhead from front to back. It’s a wide attack, similar to some other fighters’ “headbutt” U-airs, and can be used for juggling, but isn’t very strong, at least in comparison to other U-airs with similar hitboxes like Ness's.
Damage:
[^A] U-Air (Mabel): [BL] A back-flipping kick, similar to Mario's U-air. The twins' U-airs aren't really all that different.
Damage:
[^A] U-Air (Combined): [BL] The respective air attacks collide in the center for a strong launching blow, similar to Sonic’s U-air.
Damage:
[<A] B-Air (Dipper): [BL] Dipper kicks backwards with both feet, similar to Mario’s B-air. Not based on anything, really.
Damage:
[<A] B-Air (Mabel): [BL] Whip a stretchy sleeve backward for a long, but somewhat weak attack, similar to her Z-air.
Damage:
[<A] B-Air (Combined): [BL] Dipper holds onto Mabel’s stretchy sleeve while she flings him back, creating a sweet spot as he kicks outward.
Damage (sourspot):
Damage (sweetspot):
[vA] D-Air (Dipper): [BL] A downward axe kick. Can spike enemies at the start of the move and has more reach than Mabel’s stomp, but isn’t as strong. This is the second hit of Dipper's air combo in Rumble's Revenge.
Damage:
[vA] D-Air (Mabel): [BL] Stomp downward with both feet, which has more startup lag than Dipper’s kick, but is also stronger and has a longer-lasting hitbox, kind of like a smaller version of Captain Falcon’s D-air. This is Mabel's aerial combo finisher in Rumble’s Revenge.
Damage:
[vA] D-Air (Combined): [BL] Similar to their combined F-air, Dipper performs his attack slightly ahead of Mabel and can hit foes into hers.
Damage:
[Grab] Z-Air (Mabel only): [BL] Mabel whips a stretchy sleeve forward for a decent-reaching, though weak attack. Unlike most Z-airs, this cannot grab ledges.
Damage:
Grabs and Throws
If both twins are present, the throws are changed; otherwise they are the same for either twin.
[Grab] Grab (Any): A basic short-ranged grab.
[Grab, A] Pummel (Both): Mabel ties up the enemy in her stretchy sleeves while Dipper punches them in the face (or whatever else is at his eye level).
[Grab, A] Pummel (Single): Holds the enemy with one hand and punches them in the face (or whatever) with the other. Easier to escape than most grabs. Based on grappling in Rumble’s Revenge.
[Grab, >] F-Throw (Both): [PH, EN] Mabel grips the foe with her sleeves and Dipper punches them outward (obviously making use of the Gnome Battle Cuffs), causing the foe to snap back into a second, stronger punch that knocks them out of Mabel's grip. This throw hits twice, but does take a while.
Damage (total):
[Grab, >] F-Throw (Single): [PH] Weakly toss the enemy forward. This is based on throwing enemies in Rumble’s Revenge; it's the least effective attack.
Damage:
[Grab, ^] U-Throw (Both): [PH, EN] Dipper uppercuts the tied-up enemy into the air, then Mabel whips them back into the ground. Hits twice.
Damage (total):
[Grab, ^] U-Throw (Single): [PH] A basic and weak upward toss.
Damage:
[Grab, <] B-Throw (Both): [PH, EN] Mabel spins the enemy around a full circle with her stretchy sleeves, which can hit other enemies, similar to Mario’s B-throw, while Dipper charges up the Gnome Battle Cuffs, then punches them out of Mabel’s grip and backwards over her head. This is the twins’ strongest throw in terms of launching.
Damage:
[Grab, <] B-Throw (Single): [PH] A basic and weak backward toss.
Damage:
[Grab, v] D-Throw (Both): [BL] Dipper curls into a ball on the ground, then Mabel shoves the enemy, causing them to trip over him. Leaves the enemy prone. Based on when Wendy does this to Ghost Eyes in s2e18: [Weirdmaggedon].
Damage:
[Grab, v] D-Throw (Single): [PH] A basic and weak toss onto the ground that pops the enemy upward.
Damage:
Movement
(Speed and jump height are stated as an approximate comparison to existing fighters.)
Walking, running, and jumping animations, as well as idle animations, are taken from Gnome Gemulets.
[<>] Walking: Despite being light, the Mystery Twins aren’t particularly fast. They're probably similar to Lucas and Ness.
[<<>>] Running: Still not particularly fast, but better. If both twins are present, they’ll hold hands while running.
[^] Jumps: 2, a bit below average in height.
Wall Jump: No
[v] Crouch: They kneel down.
[v, <>] Crawl: Yes
[Shield, v^] Spot dodge: There’s nothing approximating dodging in any of their games, so these will probably just have similar animations to those of the other Smash fighters that share their proportions (Ness, Lucas, Villager, Inkling).
[Shield, >] F-roll: See above
[Shield, <] B-roll: See above
[Shield, <>v in air] Air dodge: See above
Ledge roll: If both twins are present, they’ll pull each other up, though the animation takes the same amount of time no matter what.
Miscellaneous
If both twins are present, they will perform a different, unique taunt on the Up and Down Taunts. For the Side Taunt, if both are present, they’ll do both at the same time.
Up Taunt (Both): A simple high five. This is a double reference, first to their end-of-level victory high-five in Gnome Gemulets, and second to Stanley and Stanford’s “high six.”
Up Taunt (Dipper only): Pumps arms up and down in a victory celebration while saying “Yeah-ha-ha!”. This is Dipper's end-of-level victory screen in both Rumble’s Revenge and the Take Back the Falls mobile game.
Up Taunt (Mabel only): Jumps up and down in joy.
Down Taunt (Both): Awkward sibling hug (pat, pat). Seen in both s1e01: Tourist Trapped, and s2e19: Escape From Reality.
Down Taunt (Dipper only): Dipper pulls out a magnifying glass and inspects something on the ground. References both the theme song and Dipper’s general investigative nature.
Down Taunt (Mabel only): Mabel snuggles with Waddles, just like in the theme song (and plenty of other times throughout the show).
Side Taunt (Dipper): Dipper opens his journal and writes something in it. The first time this taunt is performed on [name of as-yet-undecided Gravity Falls stage], it starts a Journal Entry on whichever other player is both next after you in the player order and not on your team. These will be similar to the Palutena’s Guidance conversations, opening a text box that resembles a page from the Journal at the bottom of the screen, where Dipper reads his observations about that fighter, with commentary from Mabel and occasionally other characters as well. I’m not sure whether I’ll ever actually write these out (suggestions welcome).
Side Taunt (Mabel): Mabel takes out both a sock puppet of herself and a puppet of either another Gravity Falls character or a random other fighter currently on-screen and plays around with them. The second puppet can be any one of Dipper, Ford, Stan, Soos, Wendy, Gideon, Pacifica, Robbie, McGucket, or other fighters present on-screen. If a Pokémon Trainer is present, the puppet can be of them or any of their three Pokémon.
Idle Animation: Same as in Gnome Gemulets (I don't remember what it is).
Stage Entry: The twins fall out of a dimensional rift, like the one Mabel falls into in Lost Legends Part 3: Don't Dimension It.
Origin Symbol: The Zodiac Wheel (duh). No, it’s not too complicated. What are you, a cop?
Kirby Hat: Since there are two potential N-Specials here, there are also two Kirby hats, as Kirby only inhales the active twin.
Dipper: The Pine Tree hat (duh). (Growth Ray)
Mabel: Mabel's hairstyle, with a Shooting Star clip on the headband. (Shrink Ray)
Palette Swaps/Costumes
All of Dipper and Mabel's palette swaps are alternate outfits that they (or others) wear throughout the show.
1) Dipper and Mabel’s most iconic appearance.
Dipper: red t-shirt, dark blue vest, Pine Tree hat, gray shorts, black sneakers, holds Journal 3 (unless otherwise specified, he’s holding Journal 3 in all of these).
Mabel: purple skirt, pink headband, magenta Shooting Star sweater, black flats.
2) Fancy dress outfits from the ball in s2e10: Northwest Mansion Mystery.
Dipper: tuxedo, brown dress shoes, no hat
Mabel: fluffy pink dress (if Peach, Daisy, and Rosalina can fight in ball gowns, so can Mabel), weird hat thing, high heels, uses a feather boa instead of stretchy sleeves.
3) Mystery Shack employees/Anti Gravity AU inspired.
Dipper: Soos's dark green Question Mark t-shirt, cargo shorts, and cap.
Mabel: orange headband, white t-shirt, Wendy's green flannel jacket, boots, uses a rope lasso instead of stretchy sleeves.
4) Secondary antagonists inspired.
Dipper: Gideon's light blue suit and Pentagram cape, holds Journal 2.
Mabel: Pacifica's purple shirt, skirt, jacket, boots, and hairstyle, uses a purple scarf instead of stretchy sleeves.
5) Pool outfits from s1e15: The Deep End.
Dipper: red swim trunks, white t-shirt, whistle, sandals, red-and-white “Night Patrol” hat.
Mabel: pink one-piece swimsuit with a yellow star on the chest, flip-flops, uses a jump rope instead of stretchy sleeves.
6) Goodbyes, based on the series finale. Dipper: same as #1 but with Wendy’s trapper hat instead of his regular one, and holding the blue Pine Tree Journal.
Mabel: red birthday cupcake sweater, pink skirt and headband.
7) Outfits from s2e13: Dungeons, Dungeons, and More Dungeons; Dipper: elf costume consisting of a green tunic and cape, pointed ears, no hat, replaces S-Smash spear with a sword.
Mabel: orange Ducktective sweater and headband, blue skirt.
8) Original Mystery Twins/Relativity Falls AU. Stanley and Stanford as kids, with their appearance from s2e12: A Tale of Two Stans/Lost Legends Part 4: Pines Bros. Mystery. Ford takes Dipper’s place, Stan takes Mabel’s. They have different voice actors and lines than the younger twins (applies to #12 as well).
Ford: white t-shirt, brown jacket and shoes, dark green pants, holds Journal 1, replaces Dipper's hat with a light brown pith helmet.
Stan: red-and-white striped t-shirt, jeans, missing tooth, band-aid on face, brown shoes, uses a rope lasso instead of stretchy sleeves and Shanklin the Stab Possum replaces Waddles for the S-Smash.
Additional Alternate Costumes (just for fun)
9) Evil versions. They have different voice lines and facial expressions. Dipper: Dippy Fresh, the twisted, ‘90s-stereotype version of Dipper created by Mabeland in s2e19: Escape from Reality, has a different voice actor.
Mabel: Anti-Mabel from Lost Legends Part 3: Don't Dimension It, wearing a black sweater with an x-eyed cat face on it.
10) Outfits from Dipper vs. Manliness. Dipper: Manotaur loincloth and tattoos; Mabel: Yellow skirt and headband with black lightning bolt sweater.
11) Trick-or-treating costumes from s1e12: Summerween.
Dipper: peanut butter costume
Mabel: strawberry jelly costume, Waddles wears his brown business suit costume.
12) “Modern” Stan twins; same as #8 but wearing downsized versions of their “modern” attire.
Ford: red turtleneck, brown trench coat, black pants, shoulder bag, holds Journal 1.
Stan: black Mr. Mystery suit, red string tie, eyepatch, and Mackerel fez, uses a rope lasso instead of stretchy sleeves.
13) Outfits from the Woodstick Festival in s2e09: The Love God. Dipper: dark red v-neck shirt, vest, jeans, sunglasses on forehead, no hat, holds Journal 3.
Mabel: Rainbow-striped pride sweater, purple skirt.
14) Outfits from s1e13: Boss Mabel.
Dipper: Mystery Junior suit (similar to Stan's #12), combed hair, eyepatch, no hat.
Mabel: blue business suit and glasses, Stan’s Mackerel fez, uses a rope lasso instead of stretchy sleeves.
15) Campaign manager outfits from s2e14: The Stanchurian Candidate.
Dipper: red “Team Stan” t-shirt, no vest, yellow visor.
Mabel: red-and-white striped sweater and headband, blue star-spangled skirt.
16) Inspired by my Reunion Falls AU fanfiction One Day Reunited.
Dipper: dark brown jacket (same as #8 Ford), red t-shirt, hiking boots, cargo shorts, no hat, holds blue Pine Tree Journal
Mabel: purple “Love Yo’self” sweater, yellow skirt, purple headband.
17) Reverse Falls AU version #1. They have different facial expressions and voice lines.
Dipper: similar to #4 but also with an amulet, holds Journal 2.
Mabel: light blue dress, amulet on hair band.
18) Reverse Falls AU version #2. Dipper and Mabel are replaced with Reverse Gideon and Pacifica, respectively. They have different voice actors and lines.
Gideon: Similar to Dipper’s #1, but with a light blue shirt instead of red, plus white hair and freckles.
Pacifica: tie-dyed shirt, ripped jeans, hoop earrings, bracelets, uses a scarf instead of stretchy sleeves, replaces Waddles in S-Smash with a chicken.
19) Gravity Rises AU inspired. Dipper and Mabel switch roles, Zodiac symbols, and movesets. They have different voice lines.
Mabel: blue-and-white Pine Tree t-shirt, brown pants, orange hoodie, holds Journal 3.
Dipper: dark blue t-shirt with a yellow Star over yellow long-sleeve shirt, black shorts, no hat, band-aid on face, sleeves of his shirt stretch just like Mabel’s sweaters.
Victory 1: Lower down from the top of the screen on Mabel's grappling hook, just like when they destroyed Gideon's robot in s1e20: Gideon Rises.
Victory 2: Do the short victory dance that happens when you solve certain puzzles in Gnome Gemulets, finishing with a high five (or high six, as the case may be).
Victory 3: Awkward sibling hug (pat, pat), same as the D-taunt. Yes, even the Stan and Ford alts do this.
FINAL SMASH
Like most of their moveset, the Mystery Twins’ Final Smash changes depending on which of them is present when it’s activated, though after using any of these Final Smashes, a missing twin will respawn. This is the only way to cause a missing twin to respawn without being KO’d.
Dipper only - Quantum Destabilizer: Dipper fires a straight shot from Ford’s Quantum Destabilizer, the super weapon with which he unsuccessfully attempted to destroy Bill Cipher in s2e18: [Weirdmaggedon], though it will certainly prove effective against Smash fighters. This is very similar to Dark Pit’s Final Smash; the narrow beam travels the length of the screen and will heavily damage and launch anyone hit by it, resulting in an instant KO if it takes a fighter’s damage above 100%.
Damage:
Mabel only - Imagination Unleashed: While mounted upon the dolphin-man-hallucination-monster Aoshima and karaoke singing either “Don’t Start Unbelieving” or “Taking Over Midnight” backed up by the music of her totally-a-different-art-style dream boys Xyler and Craz, Mabel unleashes her disturbing extraordinary imagination in a glittery tidal wave of rainbows, waffle soldiers, cat faces, stickers, flying sweaters, random stuffed animals, and of course, shooting stars. This is very similar to Wii Fit Trainer’s Final Smash, and is based on Mabel’s Mystery Power attack in Rumble’s Revenge.
Damage (per hit):Both - Unite the Zodiac: A large image of the Zodiac Wheel, albeit missing the image of Bill Cipher in the center, appears around the twins. Any enemies it touches take Bill Cipher’s place in the center of the wheel. After a cinematic of the ten members of the Zodiac united around the wheel, a white pillar of cosmic energy erupts from its center, obliterating anyone inside. This is always an instant KO on anyone it catches… damage doesn't matter, no exceptions.
Since the Zodiac Wheel Prophecy was unsuccessful in the actual show, it’s unknown what would have happened had it worked, so I’m free to interpret it however I want for Smash. I don’t necessarily think this is what would have happened, but it works quite well for a Final Smash. The initial capture hitbox is a ring around the twins, and its limits are pretty obvious.
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