Board Thread:Fun and Games/@comment-37645040-20191209210723/@comment-28170158-20191213170456

I mightn't be on the initial roster, but I'm not letting this oppertunity slide! (Just consider me one of the 'DLC')

Character: WBH-LM27

Rival: N/A

Main Theme: MY HERO - SilvaGunner: King for Another Day

Standard Moves (Jab, Tilts, Etc.)
Jab: One-Two-Puncheroo - A standard 3-hit jab combo.

Tilts:  Get-Up Attack: Spin-To-Win - He does a cool breakdance-like spin, which hits enemies.
 * F-Tilt: Basic Smack - A simple smack attack. Can be done twice in succession.
 * U-Tilt: Basic Header - A standard headbutt attack. 
 * D-Tilt: Basic Kick - A standard kick attack, useful for attacking ledges.

Dash Attack: Basic Charge - A standard charge attack.

High and Heavy (Aerials, Smash Attacks)
Smash Attacks:  Aerials: 
 * F-Smash: Hammer-Time - He summons a sledgehammer from his Hammerspace Gauntlets to swing forward.​​​
 * U-Smash: Cannon - He summons a cannon which fires upward, the shot exploding in mid-air.​​​​​
 * D-Smash: Surprise Turret - He accidentally summons a turret beneath him, which shoots off two explosions on either side of him.
 * N-Air: Shocking Field - Crossing his arms in an X shape, a quick electrical forcefield surrounds him, shocking enemies nearby.
 * F-Air: Pew-Pew! -  He summons a small laser gun and fires it forward.
 * B-Air: Pew-Pew? - Same as above, only backwards, and at an angle...
 * U-Air: Kick-Up - He summons a football and kicks it upwards, a it explodes on contact with anything.
 * D-Air: Shoot-Down - He summons rocket-boots - already equipped - and shoots downward at an angle. Sends him flying down, and is dangerous off-stage, but spikes opponents.

Grabs and More! (Grabs, Pummel, Throws)
Grab: A simple grab, he picks the opponent up by the collar.

Pummel: Stop hitting yourself - He grabs the opponent's arm and forces them to punch themselves.

Throws:
 * F-Throw: He pushes the opponent forward, shoving them far away.
 * B-Throw: He casually tosses the opponent backwards.
 * U-Throw: He grabs the opponent with both hands and chucks them sky-high.
 * D-Throw: The same as U-Throw, but downward.

Special Moves (Specials, Ulttimate Move/Final Smash)
Neutral Special - Weapon Choose: Holding down the Special Button opens a 'Weapon Wheel', which he can cycle through between 5 weapons to use. Using requires a single press. Weapons include; Side Special - Alternate Fire: Extra usage for the weapons for Neutral Special. Goes as folllows; Up Special - Teleporter: A recovery move, he teleports in the direction the player chooses for a short distance.
 * Dual Pistols: The base weapon, these can fire small projectiles at the enemy. Don't deal much damage, but over time can do a lot.
 * Charge Cannon: An arm cannon that can charge a powerful ball of energy. Charge can be stored until usage or death.
 * Flamethrower: The flamethrower fires a condensed burst of flame in a specific area. Any foes in said range take large amounts of damage upfront, along with lingering fire damage.
 * Greatsword: Swing to fire a slow, but powerful blade beam. Does damage with base sword hit, and can be swung thrice in succession.
 * Rocket-Fist: Pressing the special button once starts a charge-up process, leaving him in a vulnerable state as he prepares a powerful, rocket-fuled punch. Press again early to deliver a sooner, but weaker hit, or wait until it finishes to send foes flying!
 * Dual Pistols: Fires an intense, rapid-fire shot that deals more damage, but takes time to reload.​​​​
 * Charge Cannon: Shoots out a slow-moving rpg that explodes on contact.
 * Flamethrower: Fires an ongoing blast of flame that gets weaker and smaller over time. He can also walk forward or backward while activates.
 * Greatsword: A multi-swing combo attack that, when timed correctly, deals a lot of damage.
 * Rocket-Fist: Swings the fist towards the opponent, sending them flying upwards when grounded or downwards when airbourne.

Down Special - Hammerspace: Holding his hand out, he can absorb any projectile or item that's in his field of grasp, putting it in 'Hammerspace' until further use.

Ultimate - Ultra-Cannon: He summons a giant cannon, which fires a devastating laser at his opponents.

Gimmicks (Explainations and Mechanics)
Mechanic - Overheating: Every Neutral Weapon has a limit for how much it can be used. Once that limit is reached, it overheats, and needs to recharge. This forces players to switch weapons, to avoid sticking to just one constantly.

Explaination - Move Reference: Certain moves are similar to ones in Smash Bros. Here's the specific moves, to give a little more detail (NS = Neutral Special, SS = Side Special, etc.);
 * Dual Pistols: NS - Joker Gun. SS - Sheik Needles
 * Charge Cannon: NS - Samus Charge Shot. SS - Samus Missile.
 * Flamethrower: NS - Piranha Plant Poison. SS - Bowser Fire Breath
 * Greatsword: NS - Cloud Blade Beam. SS - Dancing Blade (Most FE Characters)
 * Rocket-Fist: NS - Little Mac Straight Lunge. SS - Pit Upperdash Arm.
 * Teleporter: Zelda Farore's Wind.
 * Hammerspace: Villager Pocket.

Extras! (Taunts, Sprite)
Taunts: Sprite:
 * N-Taunt: Cockily gestures for his opponent to 'come at him'.
 * S-Taunt: Nervously scratching the back of his head, he smiles awkwardly.
 * U-Taunt: Taking a step forward, he almost trips, before quickly stabilizing himself.
 * D-Taunt: He cracks his knuckles, indicating he's ready to fight... before quickly shaking his hands in pain afterwards.