For today’s movesets, I’m going to do the request I got to post the movesets of the remaining official Disney princesses, specifically Snow White, Aurora, Pocahontas, Mulan, Tiana, and Merida.
Snow White:
Trophy Description:
A kind and wholesome princess whose status as the “fairest one of all” makes her a target of her vain and jealous stepmother, the Evil Queen. Seeking refuge in the cottage of the Seven Dwarfs to escape the Queen’s wrath, Snow White befriends the little men who in turn protect her from the Queen’s evil scheme. As an animal lover, Snow White summons her forest friends in battle to give her a helping hand to come out on top against her opponents.
General Information:
Snow White is a character who is easy to use and doesn’t contain any major gimmicks or quirks to make her difficult to adapt to her fighting style, with an even mix of advantages and disadvantages to make her a fairly balanced character. Snow White is on the lighter end of the middleweight fighters and has average agility stats, having average running speed, above average air speed, and below average falling speed. Arguably Snow White’s biggest strength is her reliability on being able to attack from a distance, thanks to the animals that frequently support her in her special attacks, such as a deer who performs a launching dash and two squirrels who throw plates on the sides of her. Snow White’s attack speed is good, her up special gives her solid recovery, and the combination with a lot of her attacks doing decent damage and low knockback give her opportunities for combos. However, Snow White does have one weakness surrounding her that is notable, and that is her KO power is fairly poor. Her forward and up smashes are her only consistently reliable tools for scoring KOs, and even then, they aren’t overly powerful. As such, Snow White will need to take advantage of her good abilities to rack up damage while trying to minimize the punishment she takes to be able to build up her opponents’ damage to a more dangerous state than hers. Overall, Snow White is an easy character to get a hang of and has some good abilities in landing combos, but if you’re looking for a character with lots of KO power, you’ll find a bunch of options who fit that playstyle much better.
Standard Special - Charging Buck
Snow White summons a deer that charges a short distance and does mild damage and decent knockback to those it hits.
Side Special - Dusting Rag
Snow White pulls out a dusting rag and swirls it around in front of her, trapping opponents who touch it in for a short combo that does decent damage and slightly reduces their movement speed for a few seconds after they’re damaged by it.
Up Special - Bird’s Root
A flock of birds carry a large tree root, which Snow White grabs onto as they take her into the air, and the player can influence what horizontal direction they move in. It covers a reasonable distance in both directions, making it an effective tool for recovery.
Down Special - Squirrel’s Silverware
Snow White summons two squirrels, one on each side of her, that throw a plate, which does decent damage to those hit by it and are stopped in their tracks.
Superstar Attack - Dwarf Pack Attack
Snow White will summon the Seven Dwarfs, who will attack those within close range of Snow White upon activation with their pickaxes and series of punches, culminating with a final launching blow. This attack does good damage and has good KO potential, but there are plenty of stronger Superstar Attacks, and if no one is within close range of the Dwarfs when they appear, the attack will not continue and be wasted.
Taunts:
Up Taunt - Snow White says “Stop it! Stop it! Go away! Go away!”
Side Taunt - Snow White says “Won’t you smile for me?”
Down Taunt - Snow White tauntingly waves.
Victory/Losing Animations:
Victory Animation 1: Snow White dances triumphantly.
Victory Animation 2: Snow White sings to a bird perched on her finger, who then flies off.
Victory Animation 3: Snow White laughs and says “That was fun!”
Losing Animation: Snow White applauds.
Aurora:
Trophy Description:
King Stefan’s daughter, who was cursed by Maleficent at birth into touching a spinning wheel’s spindle on her 16th birthday and falling into an eternal slumber. The three good fairies, Flora, Fauna, and Merryweather, raise Aurora as their own to keep her hidden from Maleficent, leaving her unaware of her true status as a princess. The fairies assist Aurora in battle with their powerful magic, though if they manage to be KO’d, Aurora on her own is not a tough fighter.
General Information:
In general, Aurora is a character who has big strengths and big weaknesses. Aurora’s stat distribution is fairly poor, being on the lighter end of the middleweight characters, and her agility stats aren’t great either, having average at best running speed, below average air speed, and low falling speed. However, Aurora’s major advantage that helps make up for her mediocre stat distribution is that the three fairies, Flora, Fauna, and Merryweather, help assist her in combat. While only one of them can be out at a time, they will be with Aurora the whole time until they get KO’d, in which Aurora will have to fight on her own until she loses a stock. The fairy assisting Aurora will generally hang out right behind her, and they are the characters who provide the vast majority of Aurora’s effectiveness as a fighter, as they have good attack options. The fairies also differ statistically from each other, with Flora being the most balanced of the three, Fauna prioritizing supporting Aurora and defensive tactics, and Merryweather prioritizing attacking and offensive tactics. As such, their attacks will often slightly differ in how they function, though they will usually remain fundamentally the same. Aurora’s down special allows her to swap which fairy is out, though the fairy who is currently with her must stay out for at least ten seconds before they can be swapped out. Aurora’s biggest weakness, in addition to her unspectacular stat distribution, is that the fairies can be KO’d, which will create trouble for her once it happens. If attacks that possess at least mild knockback hit Aurora, she and the fairy will usually be separated from each other, during which the fairy will usually try to make it back to being right behind her. However, if they’re knocked away from each other and the fairy is unable to make it back to the stage, they will get KO’d and Aurora will be on her own until she loses a stock. Without the fairies, Aurora will be unable to use certain attacks, and her attack power and recovery will go from being good to being among the worst in the game, and she will usually go down quickly and struggle to KO once the fairies are gone. Overall, Aurora can be a big threat with the help of the fairies, though she will suffer significantly in battle once they get KO’d, meaning Aurora functions most like a “glass cannon” character who can deal out a lot of punishment and be quite powerful, but will go down quickly if her fatal flaw is exposed.
Standard Special - Rainbow Barrier
The fairy assisting Aurora will create a rainbow in front of where Aurora is standing. The rainbow will absorb any attacks that hit it, and after it takes enough damage, it will be destroyed with an additional effect depending on which fairy summoned it. Fauna’s rainbow will heal Aurora for most of the damage it has taken if she is near it when it’s destroyed, though opponents near it when destroyed will also be healed, but less so. Merryweather’s rainbow will explode as a powerful attack when destroyed, which has great KO potential, but Aurora and the fairies can be hurt by it as well. Flora’s rainbow does both the healing and attack, but the healing and attack aren’t as strong as the fairies who specifically focus on that aspect. Only one rainbow can be out at a time, and it will go away after 20 seconds if it isn’t destroyed by then. This move can’t be used if the fairies are KO’d.
Side Special - Deep Sleep
The fairy assisting Aurora will shoot out a blast from their wand that travels a short distance forward and puts any opponent it touches to sleep for a set period of time, rendering them immobile and unable to attack. Fauna’s version puts a foe to sleep for 5 seconds, but does no damage. Merryweather’s version puts a foe to sleep for 2 seconds, but does decent damage, albeit with no knockback. Flora’s version does mild damage and puts a foe to sleep for 3.5 seconds. While the move can be reflected, Aurora can’t fall asleep from the reflected projectile if it hits her, though she will still take damage. This move can’t be used if the fairies are KO’d.
Up Special - Fairy’s Favor
The fairy assisting Aurora will summon some magic that will carry Aurora a diagonal distance into the air, with its effectiveness as both a recovery and attack depending on which fairy is out upon use. Fauna’s version doesn’t do any damage, but gives Aurora excellent recovery. Merryweather’s version doesn’t travel as far, but the magic does good damage and can potentially KO at higher percentages. Flora’s version is somewhere in-between, doing respectable, but not spectacular damage, and traveling more distance than Merryweather’s version but less than Fauna’s. If the fairies are KO’d, Aurora can’t use this move, making her recovery only limited to her jumps and very weak without the fairies’ help.
Down Special - Fairy Swap
Inputting this move will allow Aurora to swap the fairy she has out for one of the two other fairies, though she must wait ten seconds after this move is used before she can use it again. If a fairy who is assisting Aurora gets KO’d, Aurora will be unable to use this move until she loses a stock. Flora is always the one who is out by default, both upon the start of the match and upon Aurora respawning after she loses a stock.
Superstar Attack - Spinning Wheel Bonfire
Upon activation, the three fairies all appear, and Flora and Fauna summon a bunch of spinning wheels in the center of the stage, which Merryweather then sets on fire with a blast from her wand. The fire is large and does great damage to those who touch it, and debris and flames go flying out of the pile, keeping opponents on their feet throughout the attack’s duration of 15 seconds to avoid taking lots of damage. Aurora can’t be hurt by the fire. If this attack is activated while the fairies are gone, they will still appear in the Superstar Attack, but they won’t come back after it ends until Aurora loses a stock.
Taunts:
Up Taunt - Aurora curtsies.
Side Taunt - Aurora says “You know I’m not supposed to speak to strangers.”
Down Taunt - Aurora waves in a flirtatious manner.
Victory/Losing Animations:
Victory Animation 1: Aurora sings and smiles to an owl perched on her hand.
Victory Animation 2: Aurora spins around and curtsies.
Victory Animation 3: Flora and Merryweather fight over what color Aurora’s dress should be between pink or blue, making it a mess, and then they turn it back to normal.
Losing Animation: Aurora applauds.
Pocahontas:
Trophy Description:
Chief Powhatan’s daughter, who frequently has dreams that are trying to guide her in the direction she should take in life. When American settlers come to her homeland in Virginia, she falls in love with one of the explorers, John Smith, and is able to keep her tribe and the settlers from going to war. A lover of nature, Pocahontas utilizes many nature-related resources in her special moves, such as cornstalks, her raccoon friend, Meeko, and the colors of the wind.
General Information:
Pocahontas is a well-rounded fighter who tends to prioritize agility and attack speed over attack power and defense, but her advantages aren’t too extreme and those aforementioned stats are still competent, just not anything spectacular. Pocahontas is average in weight, being a middleweight character, and she has good running, air, and falling speed. Most of her attacks execute quickly, and her special moves give her some helpful tools to work with. Pocahontas’s up special is a solid recovery tool, and she can get into her canoe and dash forward, which is weak and slow on the ground but faster and does more damage in the air, while also being a good tool for horizontal recovery. Pocahontas can summon Meeko to help rack up damage on foes he latches onto, and she can also summon a cornstalk to make it very difficult for foes on the other end of the cornstalk that she is not on to hit her, as their attacks can’t travel through the cornstalk. For her KO options, Pocahontas is a bit limited to just her smash attacks, but they possess acceptable strength, but overall, her KO power is only average when compared to most of the cast. Factoring in all of Pocahontas’s attributes makes it clear that her advantages and disadvantages tend to not be that pronounced, giving her good methods to hold her own in battle without being spectacular in any category. Less experienced players will likely find Pocahontas a great choice since she is a less risky character to use, while more experienced players can still do well with her by utilizing the tools she has to their advantage.
Standard Special - Rascally Raccoon
Pocahontas summons Meeko, who roams around and latches onto enemies in front of him, pummeling them and doing decent damage, but no knockback beyond flinching. Meeko stays out for about seven seconds and must wait a bit between uses before he can come back out.
Side Special - Wood Canoe
Pocahontas gets into her canoe, which charges a short distance forward. On the ground, the move is weak and doesn’t travel far, but in the air, the move travels a good horizontal distance and does reasonable damage.
Up Special - Colors of the Wind
A strong wind carrying many different colored leaves hoists Pocahontas into the air in a diagonal direction in the way she is facing. It doesn’t do that much damage, but it works well for recovering.
Down Special - Cornstalk Barrier
Pocahontas spawns a cornstalk right in front of her, which prevents anyone standing on one side of it from being damaged by an opponent on the other side of it. After ten seconds, the stalk will de-spawn and the corn will fall to the ground, which anyone can eat and heal a small portion of their damage. Only one cornstalk can be out at a time.
Superstar Attack - All Bark With Bite
Grandmother Willow spawns in the middle of the stage, and she comes to help Pocahontas by sending various animals such as rabbits, squirrels, otters, and owls out to attack foes, and using her branches and roots as attacks. The animals are fast and plentiful, but don’t do that much damage or knockback, but Grandmother Willow’s branches and roots are quite strong and can be hard to anticipate which ones will attack due to the quantity of them and their good speed. Grandmother Willow stays on the stage for 15 seconds, and she and the animals can’t hurt Pocahontas.
Taunts:
Up Taunt - Pocahontas waves her arm in a circular motion and says “Wing-gap-o.”
Side Taunt - Pocahontas says “What is my path?”
Down Taunt - Flit flies around Pocahontas, making some buzzing sounds.
Victory/Losing Animations:
Victory Animation 1: Pocahontas holds Meeko in her hands as he eats some cherries.
Victory Animation 2: A strong wind carrying leaves blows through Pocahontas’s hair, which she is shown to be enjoying.
Victory Animation 3: A falcon perched on Pocahontas’s arm flies off into the sky, and she stands there triumphantly.
Losing Animation: Pocahontas applauds.
Mulan:
Trophy Description:
Fa Zhou’s daughter, who is struggling to find her place in the world. When a man from every family is expected to fight in the war against the Huns, Mulan takes her aging father’s place in fear that he’ll die if he does go. Despite her initial lack of experience and difficulty in hiding her gender, Mulan ends up saving China from the Huns. Mulan is a fairly balanced character who can easily compete in the battle and uses a powerful projectile attack with her fireworks.
General Information:
Mulan is one of the more well-balanced characters in the game, possessing plenty of tools that, while not amazing, are pretty solid and help to make her competent in most areas you would want a character to perform acceptably in. Mulan is a middleweight with fairly average speed stats, having above average running speed and average air and falling speed, and her damage-dealing capabilities and KO power are decent as well, with some moves being noteworthy as doing well in those areas. For damage, Mulan’s side special, down tilt, neutral air, and jab combo are solid tools for racking up damage, and her most powerful moves for scoring KOs are her smash attacks, standard special, and side special. As her side special was listed in both of those categories, it is a very solid move, in which Mulan shoots a firework that travels in an arc and explodes upon making contact with something, dealing solid damage and knockback and being a good projectile attack. Mulan’s down special is also a solid move, being able to block attacks that hit her and heal a small portion of her damage for how powerful that attack was. In general, Mulan doesn’t possess major disadvantages, though her weakest attribute is probably her recovery, which isn’t terrible, but just kind of average, with her up special covering good but not great vertical distance, and very minimal horizontal distance. In general, Mulan’s advantages and disadvantages tend to not be too extreme, so she is a good choice for less experienced players, and can still perform well and be a threat in the hands of a more advanced player.
Standard Special - Sword Thrust
Mulan thrusts her sword into the ground, hurting anyone nearby on either side of her. It is more knockback-inducing than damage-inducing, but can be helpful for scoring KOs.
Side Special - Firework Launch
Mulan launches a large firework that travels in an arc and explodes upon impact on either an opponent or the ground. The explosion does solid damage and knockback and is a decent KO move.
Up Special - Upward Slash
Mulan jumps into the air swinging her sword, doing decent damage and mild knockback to those she hits. The move has good vertical distance but the horizontal distance is very poor.
Down Special - Fan Assist
Mulan pulls out a fan to use as a tool to block an attack and heal a small portion of her damage. She can’t damage enemies with this attack and it will heal her less the more she uses it, but it can be very helpful if a powerful attack is about to hit her.
Superstar Attack - Firework Frenzy
Mulan becomes invincible and starts firing a bunch of fireworks around for a short period of time. These fireworks are only slightly stronger than the normal ones she avoids (which is still pretty strong), but the large number being fired and their quick erratic movements make them hard to avoid. It’s fairly easy for Mulan to score KOs with this attack or at least get others to critical damage percentages. The attack lasts for around 12 seconds.
Taunts:
Up Taunt - Mulan briefly pulls out a cage with Cri-Kee inside.
Side Taunt - Mulan waves a fan.
Down Taunt - Mulan says “Are we in this together or not?”
Victory/Losing Animations:
Victory Animation 1: Mulan strikes a triumphant pose and says “My name is Fa Mulan.”
Victory Animation 2: Mulan throws an arrow to the ground from the top of a pillar, and she hops off of it and poses triumphantly.
Victory Animation 3: Mulan rides onto the scene on Khan, hopping off of him once they stop.
Losing Animation: Mulan applauds.
Tiana:
Trophy Description:
A hard-working waitress whose goal in life is to earn enough money to build her own restaurant to honor the wishes of her deceased father. When she is bribed by a prince who is transformed into a frog into kissing her, Tiana herself gets turned into a frog as well, and must find a way to become human again. Tiana is a mostly well-balanced character without any major strengths or weaknesses and works hard to give her foes a tough time.
General Information:
Tiana is a fighter whose attributes generally fall around the middle of things, giving a playstyle that has some strengths and weaknesses, but both of these aspects tend to be downplayed. Tiana is a middleweight fighter with completely average agility stats, with her running, air, and falling speed all being perfectly average. Tiana’s strength is also average as well, not being a weak fighter, but not being overly strong either, possessing decent tools for dealing damage and scoring KOs that aren’t exceptional, but are serviceable. Tiana can slow down opponents by using her standard special to cover a small area of the stage with cobwebs, can capture non-physical attacks with her dad’s gumbo pot that can become a powerful stew once three attacks that are strong enough are captured, and has a slower, but more powerful projectile in which she throws a large plate with several smaller plates of food on it, which does decent knockback and can fall onto the stage for Tiana and her opponents to eat. Tiana’s recovery is also serviceable, but not spectacular. Tiana’s flaws mostly come from the fact that her side special can give her opponents an opportunity to heal, so it’s important to use it if you think you can knock them farther away from the food than you are, and while she doesn’t severely struggle in anything, there isn’t anything she does that is anywhere among the best. Overall, Tiana is a great choice for those who want to use a well-balanced character who doesn’t possess any major flaws. For more advanced players, they will likely find themselves gravitating towards other characters with flashier, more exciting movesets, but Tiana can still pose a threat if utilized well.
Standard Special - Dusty Cobwebs
Tiana pulls out a broom with cobwebs on it and brushes the cobwebs off the broom onto the stage, which do mild damage to those who walk into them and slightly decrease their movement speed for five seconds.
Side Special - Waitress’s Plate
Tiana throws a large plate that has several smaller plates with food on them, which doesn’t travel far, but does good damage and decent knockback to those hit. Some food may fall off the plate when it’s out, which anyone can pick up and eat to heal a tiny portion of their damage.
Up Special - Ray’s Friends
A large herd of fireflies travel airborne and move Tiana with them, doing mild damage and knockback to those hit by them and serving as Tiana’s main recovery tool. This move covers decent distance both vertically and horizontally, but isn’t an outstanding recovery move.
Down Special - Gumbo Pot
Tiana pulls out her dad’s gumbo pot, which can capture any non-physical attacks that hit it. After three attacks are captured, Tiana can throw out a stew whose strength depends on the strength of the attacks captured in it, with it having the possibility to be incredibly strong if all the attacks captured were strong.
Superstar Attack - Trumpeting Alligator
Tiana summons her alligator friend, Louis, who spawns in front of her and begins to play his trumpet, sending out numerous notes that damage and launch opponents. Each individual note does about 15 damage with solid knockback, so while getting hit by one or two at low damage shouldn’t be too dangerous, the quantity of them can make them hard to avoid and can help rack up someone’s damage. Louis stays out for 15 seconds and Tiana can’t be hurt by the notes.
Taunts:
Up Taunt - Tiana says “How can I let up now when I’m so close?”
Side Taunt - Tiana does a taunting salute.
Down Taunt - Tiana rolls her eyes and says “Very funny…”, unamused.
Victory/Losing Animations:
Victory Animation 1: Tiana looks at a picture of Tiana’s Place and says “Don’t you worry, Daddy. We’ll be there soon.”
Victory Animation 2: Tiana struts into the scene and triumphantly poses with her hands near her head.
Victory Animation 3: Louis plays his trumpet right next to Tiana and he triumphantly poses with her when he finishes playing a brief tune.
Losing Animation: Tiana applauds.
Merida:
Trophy Description:
A rebellious Scottish princess who is an expert at archery and dislikes having to follow the age-old traditions of royalty, much to the chagrin of her mother, Queen Elinor. Despite frequent conflicts between them, Merida and Elinor do love each other, and Merida regrets it when she inadvertently turns her mother into a bear in an attempt to change her mind. Merida carries several types of arrows into battle, including fire and ice arrows which are powerful, but limited in quantity.
General Information:
Merida is a character who typically falls into the more well-rounded sort of playstyle, being a middleweight fighter with good running speed, average air and falling speed, and decent recovery. Merida’s specialty is in her arrows she uses as projectile attacks. Merida typically carries normal arrows on her, which travel quickly and do decent damage, though their knockback is little more than just flinching. However, Merida carries two additional types of arrows on her, with those being fire and ice arrows, which attack similarly to what their names suggest and are more powerful than the normal arrows, with fire arrows doing the most damage and knockback of the three and the ice arrows being able to temporarily freeze opponents. Merida’s side special also allows her to spawn a target, which she can shoot one of her arrows onto to cause an effect that is dependent on what type of arrow hit it, ranging from a temporary increase in her movement and attack speed to a heavy damaging fire. Merida’s attacks that allow her to fight up close also tend to be effective. Her smash attacks have good KO power, and her back throw guarantees she will hit an opponent with whatever arrow she currently has on hand, which is great if it’s the fire or ice arrow. However, Merida’s weaknesses, while not severe, still need to be addressed. Outside of using her fire and ice arrows, Merida’s KO options are somewhat limited to just her smash attacks, which are effective, but have poor range. Additionally, her fire and ice arrows are also limited in quantity, unlike the normal arrows, which are less powerful but unlimited. Merida only carries five fire arrows and five ice arrows with her per stock, making them important to use strategically. Thankfully, Merida will gain two additional fire and ice arrows if she scores a KO, so there is a way to increase her quantity, but the quantity present will rarely be high unless she isn’t using them at all. If Merida loses a stock, her fire and ice arrows will be restocked back to five of each if she has less of them, though if she loses a stock and has more than five of either on her, she will go back to only having five. Overall, Merida has a variety of tools to help her do well, working great with a “hit and run” playstyle, though she is used most effectively by using her fire and ice arrows at appropriate moments to increase the amount of punishment she can inflict on her opponents.
Standard Special - Archery Ace
Merida fires one of three different types of arrows, depending on which type she currently has out. She starts the battle and each stock with the normal arrows equipped by default, which are the fastest and do decent damage, but little knockback and have no additional effects. The other two arrow types are fire and ice arrows, which have their own unique attributes. Fire arrows are the most powerful of the three damage and knockback-wise, possessing decent KO power and inflicting brief damage-over-time effects, but don’t travel as fast or as far as the normal arrows. Ice arrows do slightly more damage than the normal arrows and freeze opponents they hit for five seconds.
Side Special - Right on Target
Merida spawns a target a distance in front of her, which doesn’t do any damage on its own, but if she shoots the target with an arrow, it will trigger an effect depending on what arrow type hit it. If hit by a normal arrow, Merida’s movement and attack speed will be slightly increased for a short period of time. If hit by a fire arrow, the target also turns on fire, which does a lot of damage to those who touch it (including Merida). If hit by an ice arrow, the target will also freeze, and if anyone hits it with a powerful attack, it will go sliding across the stage until it hits a wall or falls off the stage, dealing good damage and knockback to those it hits. Only one target can be out at a time, and they stay out for ten seconds.
Up Special - Trusty Horse
Merida’s horse, Angus, suddenly appears and hurls Merida up into the air to give her a recovery. Merida can be moved horizontally while she’s being thrown into the air. This move functions identically to Belle’s up special, with no major differences between the two.
Down Special - Arrow Swap
Using this move allows Merida to swap between what kind of arrow type she is using between the normal, fire, and ice arrows. Merida has unlimited normal arrows, but her fire and ice arrows are limited to five per stock each. The only way for Merida to gain more fire and/or ice arrows during a stock is that if she scores a KO, she will get two extra of both arrow types in her inventory. As such, the fire and ice arrows, while effective, must be used wisely to avoid letting them go to waste.
Superstar Attack - Heavy-Piercing Arrow
Merida pulls out a very large bow and arrow, which she then fires, doing significant damage and knockback to those it hits, though its damage and knockback do decrease for each person it hits. This move has excellent KO potential, especially on the first person it hits, and any further victims also have a great chance to get KO’d as well. Foes who try to shield this to avoid it will have their shields instantly destroyed, giving Merida an opportunity to punish them when this attack ends.
Taunts:
Up Taunt - Merida says “Legends are legends. They ring with truths.”
Side Taunt - Merida says “There’s no point in having a go at me.”
Down Taunt - Merida pulls out an apple and takes a bite out of it.
Victory/Losing Animations:
Victory Animation 1: Merida fires an arrow into the air and rests upon her bow triumphantly.
Victory Animation 2: Merida rides into the scene on Angus and raises her bow triumphantly.
Victory Animation 3: A group of wisps fly around Merida as she raises her arm in triumph.
Losing Animation: Merida applauds.