For today’s movesets, I’ll do the requests I got for Mushu, Prince John, the Sheriff, and Zurg, and I also decided to post Ian’s as a random choice for today.
Mushu:
Trophy Description:
The Fa family’s ancient guardian dragon. Mushu was sent by the ancestors to aid Mulan in her quest to take her father’s place in the army. Mushu is a bit of a jokester and isn’t especially threatening due to his small size, but he does what he can to help Mulan out. Mushu’s small size grants him poor endurance and comparatively high speed, and his gong is used in multiple attacks. Mushu also has the lowest normal crouching height in the game, making him miss some attacks most others won’t.
General Information:
Mushu is a character who has a lot of good things going for him, but he has one fatal flaw that is critical to overcome in order to do well with him. Mushu is one of the smallest characters in the game, making him hard to hit compared to most characters, and he also has the lowest crouching height in the game, with most attacks not being able to hit him when he’s crouching. Mushu’s agility stats are also quite impressive, having great running and air speed, and above average falling speed, and his damage-dealing capabilities and KO power are also pretty decent, especially for someone of his stature. Mushu can use his standard and side specials, jab combo, tilt attacks, and aerial attacks to help rack up damage and potentially land combos due to the low knockback these attacks possess. For KO options, Mushu has good smash attacks, a powerful up special, and his side special can possess great KO power if its sweetspot (the gong itself once Mushu whacks it) hits an opponent. Mushu can also reflect projectiles with his down special, and his recovery is solid as well. However, as stated, Mushu does have one fatal flaw, and that is his terrible defense. Mushu is the second lightest character in the game, only being slightly heavier than Jack Jack, and his defense is arguably the second worst in the game, with Jack Jack once again being the strongest contender for that title. As such, Mushu can easily be sent flying by powerful attacks, even at low damage, and while his small size does help him in making him harder to hit, his opponents can counter this by trying to land their down smashes on him, as these attacks tend to hit low and have good power. When it comes to Mushu, hit and run tactics are essential to doing well with him, as having him be close to powerful characters like Beast or Rex can spell trouble for him. Those who are able to keep Mushu out of harm’s way can take advantage of his great speed and good strength to do well with him.
Standard Special - Fire Breath
Mushu breathes fire out of his mouth, doing damage to enemies in front of him. While the knockback is very low, the fire can do good damage if opponents get trapped in it. The more the move is used, the smaller and weaker the fire will get, and Mushu will have to lay off from using it for a bit to build it back up to its maximum length.
Side Special - Gong Ringer
Mushu whacks his gong, creating decent-damaging but low-launching shockwaves that travel a short distance to the sides of him. The move is slightly slow to start but being right next to the gong as he whacks it will send enemies launching with great KO power.
Up Special - Going For a Ride
Mushu launches himself on a firework after lighting it, sending him flying in an arc. The rocket landing will create an explosion that hurts anyone nearby except Mushu. It’s an effective KO move and a good recovery, though the move is telegraphed in advance due to it being a bit slow and isn’t that hard to avoid.
Down Special - Gone from the Gong
Mushu uses his gong as a shield to reflect projectiles.
Superstar Attack - Great Stone Dragon
A large dragon statue rises up beneath Mushu, rendering him invincible during the attack’s duration. Mushu then hits his gong on the statue, causing it to break and sending pieces of stone flying diagonally on both sides of the statue as it collapses to the ground. The statue bits are more damaging than KO-inducing, but when it’s all gone and only the head remains, Mushu can pick up the head and hurl it a short distance in front of him. The head has serious KO power and can kill most characters at very low percentages.
Taunts:
Up Taunt - Mushu laughs.
Side Taunt - Mushu yells “Dishonor on you!”
Down Taunt - Mushu facepalms.
Victory/Losing Animations:
Victory Animation 1: Mushu tries to charge up a big burst of fire from his mouth, but produces a super tiny burst instead.
Victory Animation 2: Mushu says “I am the powerful, the pleasurable, the indestructible Mushu!”
Victory Animation 3: Mushu screams “I LIVE!!!” and strikes an “intimidating” pose.
Losing Animation: Mushu applauds.
Prince John:
Trophy Description:
The greedy “phony king of England” and younger brother of King Richard, who takes over the throne while Richard is on the Crusades to place heavy taxes on Nottingham. However, Robin Hood continually takes back the money he stole, much to his frustration, and he constantly devises traps to capture him. Prince John makes heavy use of his henchmen in his special moves, such as utilizing the wolf archers and Trigger and Nutsy to help him in combat.
General Information:
Compared to the three base-game Robin Hood characters, Prince John is arguably the most unique, not really falling into any of the archetypes any of the others fall into. Prince John is a middleweight fighter who is pretty close to Robin Hood in weight, though unlike Robin Hood, his speed stats aren’t too impressive, though he is overall faster than both Little John and the Sheriff. Prince John’s running speed is slightly below average, his air speed is only average, and his falling speed is slightly above average. Befitting his cowardly nature and tendency to heavily rely on his henchmen to carry out the physical work, Prince John’s special moves all revolve around summoning one of his henchmen to support him in battle. The wolf archers and Trigger both provide solid projectile attacks, with the former being able to move around, making them easier to get hit by, and Trigger staying stationary, but being the stronger of the two. Prince John can also summon Sir Hiss, who can hypnotize opponents and reverse their controls, and for his recovery, he summons Nutsy to carry him into the air, with the recovery being solid. Prince John doesn’t quite have the same power that Little John and the Sheriff possess, but he is stronger than Robin Hood thanks to his henchmen and his powerful smash attacks, all of which have him attacking with a sword. However, Prince John’s smash attacks are unique in that foes who are able to attack him while he’s starting one can actually disarm him. This will ruin his chance to attack and send his sword flying away as a powerful projectile attack, but thankfully, it’s also extremely unlikely to hurt Prince John and will most likely hurt someone in the direction away from the person who disarmed him attacked it from. Prince John’s biggest advantage is in his ability to cause chaos on the battlefield and make things hectic for his opponents, and outside of that, most of his positive and negative attributes aren’t too extreme. With his average speed and weight, decent power and recovery, and quick and easy to land, albeit weak non-special and smash attack moves, Prince John is fairly well-rounded and is a solid fighter in his own right.
Standard Special - Wolf Archers
Prince John summons a wolf archer, who moves around the stage for five seconds and fires arrows. The arrows travel quickly and far, do decent damage, but have low knockback, and only one wolf archer can be out at a time. The wolf archer’s arrows can’t hurt Prince John.
Side Special - Trigger’s Crossbow
Prince John summons Trigger, who stands right in front of him and fires a series of three arrows from his crossbow, with each arrow being more powerful than the one that preceded it. The first two arrows do decent damage with mild knockback, and the last one, while slightly weaker damage-wise, has decent knockback and can potentially KO at higher percentages. Trigger is more powerful than the wolf archers, but is out for a shorter duration and won’t move from the spot he was spawned in.
Up Special - Nutsy’s Flight
Prince John summons Nutsy, who he grabs onto as he carries him into the air. Nutsy carries Prince John a fair distance both vertically and horizontally, though he doesn’t do any damage and only pushes opponents away who get near him.
Down Special - Hypnotic Hiss
Prince John summons Sir Hiss, who hangs out on his shoulder for a few seconds and uses his hypnotic eyes to try and hypnotize opponents, with those hypnotized having their controls reversed for six seconds and taking mild damage. Since Prince John can move around with Sir Hiss present without any speed penalty, it’s a great idea to utilize him as much as possible, though once Sir Hiss goes away, Prince John must wait a brief period of time before he can summon him again.
Superstar Attack - Axe-Wielding Captain
Prince John summons Captain Crocodile, who runs around the stage with an axe, wildly swinging it around. While he’s only out for ten seconds, Captain Crocodile is surprisingly very agile and the axe he possesses has exceptional KO potential, with getting hit by it more than once likely resulting in a KO. Captain Crocodile is invincible, preventing you from interrupting his rampage, and he can’t hurt Prince John.
Taunts:
Up Taunt - Prince John says “Get out of that if you can.”
Side Taunt - Prince John says “No one sits higher than the king.”
Down Taunt - Prince John’s crown falls down on his head, much to his chagrin, and he moves it back up into place.
Victory/Losing Animations:
Victory Animation 1: Prince John triumphantly states “This is a red-letter day. A coup d’etat, to coin the Norman phrase.”
Victory Animation 2: Prince John tosses some coins in the air and says “Taxes! Taxes! Beautiful, lovely taxes! Ah-ha! Ah-ha!”
Victory Animation 3: Prince John says, “Mother did always like Richard best”, and proceeds to suck his thumb.
Losing Animation: Prince John throws a tantrum by lying down and beating his fists on the ground.
Sheriff of Nottingham:
Trophy Description:
A wolf who antagonizes the residents of Nottingham by stealing their money to give it to Prince John. Despite his villainy, he’s not the smartest person in the world and Robin Hood often outwits him with his clever disguises despite the Sheriff claiming they don’t fool him. Much like his foe, the Sheriff uses a bow and arrow, but can also use a torch to scorch enemies and sacrifices Robin Hood’s speed for increased strength and endurance.
General Information:
The Sheriff of Nottingham’s playstyle and feel is close to a mixture between his two primary foes. He shares Robin Hood’s emphasis on projectile attacks in his special moves, but he shares his general archetype of “big, heavy, strong, and slow” with Little John. The Sheriff is a very heavy character, with him and Little John clocking in at about the same weight, but the two have different strengths and weaknesses. The Sheriff is slower and generally slightly weaker than Little John, but his big advantage over him lies in his superior range. The Sheriff has two projectiles in his standard and up specials, and unlike Little John, who prefers to fight using his own physical features, the Sheriff’s close-quarters playstyle frequently uses weapons that generally have decent range. The Sheriff emphasizes power over speed, having many powerful attacks, as well as a special move that allows him to instantly break shields. He is also one of a group of characters whose primary recovery is a tether recovery, and of the tether recoveries, while his takes a moment to execute, it covers a good range, granting him decent recovery for someone of his stature. The Sheriff’s biggest weakness is that he is a slow character, though his ability to fight from a distance can help catch troublesome opponents without having to actively pursue them. Overall, the Sheriff needs to rely on using his arrows to hit opponents from a distance, then when they get close, land powerful attacks on them, giving him an aggressive playstyle.
Standard Special - Sharpshooter
The Sheriff shoots powerful arrows from his bow that travel a good distance away from him. He can also hold this attack longer to release a more powerful arrow that does slightly more damage and noticeably more knockback than his normal arrows. The arrows do good damage, but minimal knockback unless charged, with charged arrows having some KO potential at higher percentages. This move is quite similar to Robin Hood’s standard special, with it essentially being a stronger but slower version of it.
Side Special - Belly Burst
The Sheriff does a short hop forward, with his large belly sticking out to launch anyone who makes contact with it. This move is quite powerful, and it can also instantly break opponents’ shields.
Up Special - Winning Shot
Similar to his standard special, the Sheriff shoots out an arrow, with it being attached to a long string, which can be used as an attack (which does around the same damage as the normal arrows), or as a tether recovery. The Sheriff can also charge this arrow and aim it, allowing the string to be longer and increase his potential recovery.
Down Special – Treacherous Torch
The Sheriff swaps out his sword for a torch, which he will use instead in all of his attacks that would normally use the sword. The torch is shorter than the sword, decreasing its range, but does more damage and also inflicts brief damage-over-time effects on those it hits. If this move is inputted again while the torch is out, the Sheriff will swap out the torch for the sword.
Superstar Attack - Gauntlet of Guards
The Sheriff will declare his foes under arrest for high treason to the Crown, and he sends a high number of rhino guards into the battlefield to fight. The rhinos roam around the battlefield swinging their large axes, which, while slow, have serious KO power, and the large number of rhinos present can make it tough to avoid them. The attack’s duration is 15 seconds, and the rhinos can’t hurt the Sheriff.
Taunts:
Up Taunt - The Sheriff says “Take it easy. I’m just doing my duty.”
Side Taunt - The Sheriff says “What in tarnation are you trying to do?!”
Down Taunt - The Sheriff says “There’s something funny going on around here.”
Victory/Losing Animations:
Victory Animation 1: The Sheriff happily tosses some coins into the air and catches them, saying “What they won’t think of next.”
Victory Animation 2: The Sheriff strolls into the scene and strikes a triumphant pose.
Victory Animation 3: The Sheriff says “Well, they sure know a good man when they see one.”
Losing Animation: The Sheriff takes a bow as if he won, realizes the applause isn’t for him, and gives an annoyed look to the camera.
Zurg:
Trophy Description:
Buzz Lightyear’s arch-nemesis. The Evil Emperor Zurg is on a quest to take over the galaxy, but his plans are always thwarted by Buzz. Rumors also have it that Zurg is actually Buzz’s father, but it’s tough to know if that’s true or not. Zurg’s lack of legs and large weapon grants him poor mobility, but he makes up for this with his powerful ion blaster. It can shoot rapid-fire bursts of energy, or be charged into a big blast with great KO power.
General Information:
Zurg is a character whose playstyle revolves around one key thing: projectiles. Zurg has two projectile attacks for special moves, with one being able to fire fast blasts to rack up damage and also be charged into a very powerful blast, and one that is more powerful than the normal blasts with some KO power, while taking less time to throw out than the fully-charged blast. Additionally, Zurg has a special move that allows him to boost the attack power of his projectiles, making them more powerful yet. As such, Zurg can send out high-power moves while being a safe distance from his foes. Additionally, Zurg barely clocks in as a heavyweight, being just a tad heavier than his arch-nemesis, which allows him to stay in the battle for a while. However, while Zurg’s projectile game is incredibly good, he does suffer from some big flaws. Due to his lack of legs and carrying a large blaster with him, Zurg’s agility is generally poor. His running speed is low, his air speed is among one of the lowest in the game, and he falls very quickly. Additionally, Zurg’s smash attacks, while they do possess some KO power, are fairly weak compared to the smash attacks possessed by most other characters, as Zurg relies on his projectiles to score KOs. Zurg’s biggest weakness, as the name of his up special states, is that he is not meant to be airborne. All of Zurg’s aerial attacks that aren’t his special moves are incredibly weak, and worst of all, Zurg is a strong contender for having the weakest recovery in the game. His jumps are low, and, unfortunately, the best tool he has for recovery, as his up special, which is likely the worst up special in the game, covers only a tiny amount of vertical distance, and does very little damage. As such, when Zurg is off-stage, he suffers greatly. Overall, Zurg is a tricky character to use due to his abysmal recovery, but if you can keep him on the stage and land your projectile attacks as much as possible, he can pose a big threat.
Standard Special - Ion Blaster
Zurg can shoot rapid-fire bursts of energy from his blaster, or charge the move for a few seconds to release a big blast. The rapid-fire bursts cause opponents to flinch and are great for a combo, and the big blast has excellent KO power and is Zurg’s most powerful move.
Side Special - Good Throw
Zurg pulls out a metal plate and throws it a distance in front of him, launching opponents it hits. The plate is in the upper half power-wise when it comes to projectile attacks and has decent KO potential, but it’s not as strong as Zurg’s fully-charged ion blaster shot.
Up Special - Not a Flying Toy
Zurg twirls his cape around to help give him a small boost off of the ground. It’s incredibly weak as an attack, and, unfortunately, it doesn’t fare that much better as a recovery, giving Zurg one of the worst recoveries in the game.
Down Special - Zurg’s Sneaky Tradeoff
Zurg taps the icon connecting to his cape, which slightly boosts his attack power and slightly weakens his endurance for 20 seconds. Zurg can tap the icon again while it’s active to return his attack power and endurance back to normal. If the 20 seconds run out, Zurg can’t use this move again for 20 seconds. If the move is cancelled before the 20 seconds are over, the time Zurg must wait before he can use it again is however long he had the move active.
Superstar Attack - Advancing Spike Wall
Upon activation, Zurg sends every fighter on the stage into a cinematic where they are locked in a chamber with a wall of spikes advancing towards them. The opponents must repeatedly mash the “A” button for a short period of time to outrun the spikes. Mashing too slow will cause you to hit the spikes, dealing excellent damage and knockback that can KO at low percentages. Opponents who do manage to not get hit by the spikes will have their movement speed reduced for 20 seconds to cool down from the intense running. This is arguably one of the most powerful Superstar Attacks, as everyone on stage but Zurg is guaranteed to have to experience it, it has high KO power, it can be tricky for those who aren’t good at button mashing to avoid getting hit by, and even if you do come out unscathed, your movement speed is reduced to make it easier for Zurg to defeat you.
Taunts:
Up Taunt - Zurg says “We meet again… for the last time!”
Side Taunt - Zurg says “I AM your father.”
Down Taunt - Zurg growls.
Victory/Losing Animations:
Victory Animation 1: Zurg performs an evil laugh.
Victory Animation 2: Zurg says “Surrender. I have won.”
Victory Animation 3: Zurg shoots a few shots from his blaster and cocks it triumphantly.
Losing Animation: Zurg raises his arms in the air with his hands in fists to signal that he’s angry.
Ian:
Trophy Description:
The younger of the two Lightfoot brothers, Ian is much more introverted than his brother, Barley, and tends to keep to himself. Having been born after his father died, he and Barley try to obtain a Phoenix Gem that is able to revive him for one day. Ian carries a magic staff into battle, which allows him to cast various spells such as lightning, explosive fireworks, the ability to walk in midair, and even being able to change the size of his opponents.
General Information:
Ian is a fighter who specializes in magical attacks, which he performs with the help of his magic staff, giving him great attack options and some interesting and unique effects. For general stats, Ian is on the lighter end of the middleweights and has average agility stats all around, with average running, air, and falling speed. Ian’s staff allows him to do reasonable damage with most of his attacks, and for KO power, Ian’s best options are his smash attacks, which are all quite powerful if their sweetspots land, but if they don’t, then they’re not particularly strong. Regardless, if you find landing the sweetspots tough, Ian’s side special and forward air also have good KO power and are easier to land. Ian can summon lightning bolts to strike right in front of him, and has a long-range projectile that explodes shortly after he summons it, with the explosion being a good tool for KOs. Ian’s up special allows him to walk in midair for three seconds, making it so recovering horizontally is unlikely to ever be a problem for him. Ian’s down special is also an interesting high-risk, high-reward attack in which he casts a spell that either shrinks or grows everyone hit, with both outcomes having an equal chance of occurring, making it a great tool if you can shrink your opponents but also risky if you end up making them giant instead. Ian’s weaknesses aren’t severe ones, but are still worth noting. Ian doesn’t have great vertical recovery since his up special is solely there for horizontal recovery, relying on his jumping power for vertical gain, which is only average. As noted, Ian’s smash attacks are fairly weak if you don’t land their sweetspots, and his down special can be risky to use due to the good chance that you may make someone giant-sized temporarily and greatly increase their strength and weight. Overall, Ian brings some new and interesting features to the large roster of fighters, and he is a solid choice if utilized well.
Standard Special - Voltar Thundasir
Ian waves his staff above him, which summons a lightning bolt that strikes directly in front of where he is standing, doing no knockback, but sizable damage to those who are struck.
Side Special - Boombastia
Ian shoots out a projectile from his staff that will explode like a firework shortly after it is dispatched, doing decent damage and knockback to those it hits.
Up Special - Bridgrigar Invisia
Ian casts a spell that allows him to walk in midair for three seconds. Since this is Ian’s only tool for recovery outside of his two jumps, you will have to rely on those if you want to recover vertically, though this tool works as an effective and interesting way for Ian to recover horizontally.
Down Special - Size Shifting Spell
Ian casts a spell that damages those hit and will cause them to either become tiny or giant for ten seconds. Both outcomes have an equal chance of occurring, and if more than one person is hit by the same instance of this move, all characters will experience the same size changing effect.
Superstar Attack - Rampage of the Pixie Dusters
A gang of Pixie Dusters populate the battlefield and fly around, landing low-damage, high-knockback punches and throwing out spike balls attached to chains, which do more damage and have even higher KO potential. Due to their small size, many of them are present on the battlefield, making them difficult to avoid in the ten seconds they are present. Ian can’t be hurt by the Pixie Dusters.
Taunts:
Up Taunt - Ian accidentally gives himself a splinter from his staff, saying “Ow, splinter.”
Side Taunt - Ian gasps and nervously bites his fingers.
Down Taunt - Ian gets nervous and says “I am dead, I am dead.”
Victory/Losing Animations:
Victory Animation 1: Ian says “I am not afraid!” and cheers for himself.
Victory Animation 2: Ian raises his staff triumphantly.
Victory Animation 3: Ian says “I think with a little bit of magic in your life, you can do almost anything.”
Losing Animation: Ian applauds.