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Captain-Softspot — Newcomer Cuphead

#cuphead #smashbros #smashbrothers #supersmashbros #supersmashbrothers #moveset #evilwaluigi #ykwsbisb #youknowwhoshouldbeinsmashbrothers
Published: 2017-10-16 15:13:23 +0000 UTC; Views: 63628; Favourites: 514; Downloads: 62
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Description The next in the You Know Who Should Be In Smash Brothers
series is:

New Challenger Approaching!
CUPHEAD GOES FOR BROKE!

SPECIAL MOVES----------------------------------------

Neutral Special – PEASHOOTER -
Pressing "B" will cause Cuphead to aim his finger as if it were a gun and fire a blast of magical blue energy from the tip of it. this blast travels in a straight line and can cross vast distances at high speed- Cuphead can also fire blasts as fast as the Player can tap "B" much like Fox's Blaster Special Move, the Peashooter deals slight DMG and no knock back, but what it lacks in power it makes up for in speed. once Cuphead has delt enough DMG to foes and acquired a full set of Super Meter Cards (See Special Abilities) that are displayed on the HUD by Cuphead's DMG, should Cuphead use the Peashooter Special Move, it will be upgraded to the EX MOVE: Mega Blast. Mega Blast moves slower than a normal Peashooter attack but deals way more DMG and knock back. Once Mega Blast is used the Super Meter Cards gained will be spent and vanish.
DMG: 1% (per hit by Peashooter) / 19% (Mega Blast)

Side Special – ROUNDABOUT -
Pressing left or right on the directional pad and pressing "B" will cause Cuphead to fire a ring-like projectile from the tip of his finger, the projectile will fly forward then loop backwards towards Cuphead. Players can gain maximum range from this attack if they aim backwards. foes struck by this will receive DMG and flinch but won't receive much knock back. Once Cuphead has dealt enough DMG to foes and acquired a full set of Super Meter Cards (See Special Abilities) that are displayed on the HUD by Cuphead's DMG, should Cuphead use the Roundabout Special Move, it will be upgraded to the EX MOVE: Jumbo Rebound. Jumbo Rebound appears as a large buzz saw-like projectile that will orbit around Cuphead a few times before flying off in a random direction. Once Jumbo Rebound is used the Super Meter Cards gained will be spent and vanish.
DMG: 5% (per hit by Roundabout) / 9% (per hit by Jumbo Rebound)

Down Special – CHAOS ORBIT -
Pressing down on the directional pad and pressing "B" will cause Cuphead to fire off four Chaser projectiles: Green stars made of energy will circle Cuphead acting as a shield- these stars deal DMG but no real knock back, they can also protect Cuphead from projectiles- once a star has been hit either by making contact with a foe or projectile it will wink out. The Chaos Orbit itself will wink out by itself if it is not struck after a short time. Once Cuphead has dealt enough DMG to foes and acquired a full set of Super Meter Cards (See Special Abilities) that are displayed on the HUD by Cuphead's DMG, should Cuphead use the Chaos Orbit Special Move, it will be upgraded to the EX MOVE: Chaos Orbit x2. Chaos Orbit x2 will have Cuphead fire eight chaser projectiles that surround him but should he get close to a foe four projectiles will break off from the rotating shield and chase after the foe dealing DMG to them. Once Chaos Orbit x2 is used the Super Meter Cards gained will be spent and vanish.
DMG: 2% (Per hit by Chaos Orbit) / 4% (Per hit by Chaos Orbit x2)

Up Special – PARRY SLAP -
Pressing up on the directional pad and pressing "B" will cause Cuphead to perform a flip in a burst of pink energy his straw will produce a gloved hand that will swat the air around Cuphead as he flips. this will deal DMG to foes as well as issue a meteor smash to those hit by the attack. if Cuphead does successfully Parry Slap a foe, he will gain extra air and be able to perform another Parry Slap- as long as Cuphead connects with a foe, Cuphead could stay airborne indefinitely, however if a Parry Slap does connect but a second one does not players will notice Cupheads fall speed is faster than it would be should he had not connected the attack and instead entered a helpless state. Once Cuphead has dealt enough DMG to foes and acquired a full set of Super Meter Cards (See Special Abilities) that are displayed on the HUD by Cuphead's DMG, should Cuphead use the Parry Slap Special Move, it will be upgraded to the EX MOVE: Whetstone. Whetstone will replace the hand that spouts from Cuphead's straw with an axe dealing foes more DMG and even stronger knock back. Once Whetstone is used the Super Meter Cards gained will be spent and vanish.
DMG: 11% (Parry Slap) / 18% (Whetstone)

Final Smash – SUPER ARTS -
Pressing "B" after obtaining the Smash Ball will cause Cuphead to unleash not one but all three of his Super Arts First Cuphead will cross the astral plane and becomes invulnerable: Cuphead jumps up, his body swirling into energy as it becomes a large version of his head- the large Cuphead grins- and opens its mouth as Cuphead flips out appearing transparent and glittering in a golden energy. The large Cuphead laughs as it vanishes in another swirl of energy. Cuphead then separates his body and spirit, hovering off the ground Cuphead's chest pulls towards the sky as pink energy is pulled from it a ghostly swirl of blue energy converges on the pink heart-shaped energy and a strong ghostly image of Cuphead appears it flexes stretches out its arms and begins spinning. At this point the Giant Ghost will home in on nearby foes the Cuphead is near, crashing into them to deal big DMG and big knock back too. all the while Cuphead can attack normally with the added insurance that in his glittering state he is invulnerable to all attacks. however should "B" be presses again in this state, Cuphead will perform his final Super Art the powerful Energy Beam- this attack will end Cuphead's Final Smash prematurely if used- it will also be triggered at when the FS time is up so keep that in mind as well. either way when activated Cuphead will levitate tip forward and begin spinning, spilling a devastating attack from his head. this attack appears to be a beam made of some sort of liquid dealing big racking DMG to foes it strikes ending with powerful knock back. once the Energy Beam is used Cuphead returns to a normal state and the Giant Ghost vanishes. Cuphead then re-enters fighter stance.
DMG: 16% (Per hit by Giant Ghost) / 1%-39% (Energy Beam)

Kirby Hat -
After Swallowing Cuphead, the top of Kirby's head becomes cup shaped complete with a red and white striped straw poking out from the top, Kirby also gains a cup handle on his back, the look is completed by a red button nose- Kirby also gains the Ability.

TAUNTS----------------------------------------

Taunt 1 –
Cuphead will hoist his pants, smiling, with determination on his face. he re-enters fighter stance.

Taunt 2 –
Cuphead will grab his straw and pull it down to his mouth where he takes a drink of himself. wiping his mouth he re-enters fighter stance.

Taunt 3 –
Cuphead will face the screen and jump up and down excitedly then re-enter fighter stance.

PALUTENA'S GUIDANCE FOR CUPHEAD--------------------------------


PIT: That chalice has a face!

VIRIDI: Chalice? You need to get your eyes checked Pit, this guy doesn't even sorta look like her.

PIT: Her?

PALUTENA: That's Cuphead. Unfortunately he works for the Devil himself.

VIRIDI: The Devil! That low life!

PIT: So Cuphead is part of the Underworld Army!

PALUTENA: In a way, but not by choice. He's being forced to do the Devil's bidding, otherwise the Devil will take his soul.

PIT: That's awful!

PALUTENA: It is tragic, such a young cup and already in a world of trouble. Cuphead has the ability to fire bullet-like projectiles from his finger tips- and with every successful strike can build up a super meter that can power up said projectiles.

PIT: A Super Meter sounds like it can come in handy.

PALUTENA: I should hope so otherwise calling it a "Super Meter" would be very misleading. You should keep an eye on the Super Meter Pit, theres no telling which move Cuphead will power up when the meter is full, but at least you should be aware when a powerful attack is heading your way.

VIRIDI: Maybe after Cuphead takes down Pit, he'll feel more confidant and try to take on the Devil instead of doing his dirty work!

PALUTENA: I hadn't thought of that!

PIT: Uh, that would mean he would have to beat me. I thought I was supposed to be trying to win?

PALUTENA: Oh. Right, of course Pit. Do your best.

TROPHIES AFFILIATED WITH CUPHEAD---------------------------

1 - Cuphead
2 - Super Arts (Final Smash)
3 - Mugman
4 - The Devil
5 - King Dice
6 - Elder Kettle
7 - Porkrind
8 - Legendary Chalice
9 - The Root Pack (Moe-Tato, Weepy, & Psycarrot)
10 - Goopy Le Grande
11 - Ribby & Croaks
12 - Hilda Berg
13 - Cagney Carnation
14 - Baroness Von Bon Bon
15 - Djimmi the Great
16 - Beppi the Clown
17 - Grim Matchstick
18 - Wally Warbles
19 - Rumor HoneyBottoms
20 - Captain Brineybeard
21 - Dr. Kahl's Robot
22 - Sally Stageplay
23 - Cala Maria
24 - Werner Werman
25 - Phantom Express
26 - Tipsy Troop (Martini Glass, Whiskey Bottle, & Rum Glass)
27 - Chips Bettigan
28 - Mr. Wheezy
29 - Pip and Dot
30 - Hopus Pocus
31 - Phear Lap
32 - Pirouletta
33 - Mangosteen
34 - Mr. Chimes

STAGE------------------------------------

DEVIL'S CASINO


The Devil has set up shop on Inkwell Isle and has built his very own casino in Inkwell Hell. Players find themselves at the Devil's Casino where they meet the manager King Dice the Devil's right hand man. its then that he convinces them to play a little game. the Devil's Casino is a transitioning stage that starts out on a board game table with a very large King Dice looking on in the BG players can make out a sort of progress tracker. at this point the stage is flat with no platforms. eventually King Dice will slap his hands together producing a glowing pink die that rotates in place- if a player attacks this it will stop rotating and display a number. on teh progress bar the tracker will move according to the die roll. depending on what it lands on will determine what happens next. if the tracker lands on a red number the stage will transition to another layout. if it lands on a green safe spot nothing will happen. if it lands on a red number with a heart above it players will be healed by that number x10 (for example landing on a "2" with a heart above it would heal all players 20%).

1 - Landing on a red 1 will cause King Dice to transition the stage to the Tipsy Troop players find themselves doing battle on a table with the three Tispy Troops to one side Rum Glass will constantly tip himself over sending a splash of Rum at players dealing them DMG while martini Glass creates Olive Bats that fire eyeball projectiles at players and lastly  Whiskey Bottle will shoot whiskey into the air where it will eventually come crashing down on players who stand still for too long.

2 - Landing on a red 2 will cause King Dice to transition the stage to Chips Bettigan a flat stage where players must face off against Chips Bettigan, made up of poker chips, Chip Bettigan acts similar to the yellow Devil moving parts of his body from one side of the stage to the other.

3 - Landing on a red 3 will cause King Dice to transition the stage to Mr. Wheezy. players do battle above a roaring pit of flames in what appears to be large two ashtrays every now and then Mr. Wheezy will materialize from the ashes of one of the ashtrays and spit fireballs at players that travel in  circular trajectories.

4 - Landing on a red 4 will cause King Dice to transition the stage to Pip and Dot. the stage itself will constantly be moving to the left pulling players towards a spiked wall, certain tiles on the ground will be spiked too so watch out for those. Pip and Dot will sit above the stage on a swing spitting bouncing 20-sided die at players.

5 - Landing on a red 5 will cause King Dice to transition the stage to Hopus Pocus. another flat stage with one central platform made up by a lone ace of spades card that hovers in the air. Hopcus Pocus will appear out of a large top hat to make player's lives miserable casting spells as they try to do battle with the other players. he will summon rabbit skulls that circle around certain players then converge on them to deal DMG to them or will create a row of card suits that appear above the stage then fall downward dealing DMG to players they collide with. both attacks will have gaps in them allowing players to dodge them though.

6 - Landing on a red 6 will cause King Dice to transition the stage to Phear Lap. Players find themselves on an aeroplane racing over a ghostly horse race track as Phear Lap flies ahead of them attacking them with Blue present boxes that explode sending out horse shoe shaped projectiles.  

7 - Landing on a red 7 will cause King Dice to transition the stage to Pirouletta. Players find themselves on a Roulette table where four poker hips hover in the air, these can be attacked to flip them into usable platforms all the while Pirouletta dances from one side of the stage to the other, players can either jump over her using the platforms or time their dodges to dodge past her eventually she will come to a stand still.
 
8 - Landing on a red 8 will cause King Dice to transition the stage to Mangosteen. a flat stage where a giant magic 8-ball by the name of Mangosteen floats at the center of the stage. Mangosteen will spit energy balls at foes he's looking at as billiard chalks fall from the sky and bounce around the stage.

9 - Landing on a red 9 will cause King Dice to transition the stage to Mr. Chimes. Players find themselves in a claw machine where Mr. Chimes is being held by a claw and moves him around. here the stage is flat, but if you stand still too long you will begin to sink into the other toys here and ultimately be KOed. Mr. Chimes will strike his cymbals together creating musical notes that can deal DMG to players.

players can transition the stage back to King Dice either by dealing enough DMG to the stage bosses or by allowing enough time to pass. if players roll past the green safe space after the red number 9 on the progress tracker, the tracker will fly backwards starting the game over as King Dice laughs.

STAGE MUSIC TRACKS---------------------------------

1 - Introduction - Cuphead [ORIGINAL]
2 - Die House - Cuphead [ORIGINAL]
3 - Clip Joint Calamity - Cuphead [ORIGINAL]
4 - Aviary Action - Cuphead [ORIGINAL]
5 - Murine Corps - Cuphead [ORIGINAL]
6 - The King's Court - Cuphead [ORIGINAL]
7 - One Hell of a Time - Cuphead [ORIGINAL]

SIDE NOTES------------------------------------------

ENTRANCE -
Cuphead will hoist his pants, smiling, with determination on his face, he then enters fighter stance.

Victory Music -
Victory Tune - Cuphead

COLORS-----------------------------------------------

RED - Cup Red
BLUE - Mug Blue
GREEN - Kettle Green
PURPLE - Souless Purple
PINK - Parrying Pink
YELLOW - Golden Oldie Yellow
BROWN - Emporium Brown
GREY - Vintage Grey

ALTERNATE COSTUMES-----------------------------------------------

MUGMAN

STATS------------------------------------------------

OFFENSE:
4/10
WEIGHT: 76lbs (Lightest:60 Heaviest:130lbs)
JUMPS: 2
THROW: 6/10
SPEED: 6/10
SPECIAL ABILITIES:
* SUPER METER CARDS

Whenever Cuphead lands a successful hit with one of his Special Attacks, it will grant him a "point" for every 5 points he will receive a Super Meter Card, these are displayed on the HUD by his DMG percentage. once Cuphead has gained 5 Super Meter Cards they will begin spinning in place alerting Players that Cuphead can now use a EX attack. once an EX attack is used all five Super Meter Cards will vanish.

------------------------------------------------------

Cuphead was requested by (greivous1214), (DeekirbyDeeL), and (Ezio1-3)
Related content
Comments: 89

NathanFilms [2022-08-21 17:03:00 +0000 UTC]

👍: 0 ⏩: 1

ihaveseenmanyhorrors In reply to NathanFilms [2022-11-25 05:38:52 +0000 UTC]

👍: 0 ⏩: 1

NathanFilms In reply to ihaveseenmanyhorrors [2022-11-26 17:04:34 +0000 UTC]

👍: 0 ⏩: 1

ihaveseenmanyhorrors In reply to NathanFilms [2022-11-26 18:40:33 +0000 UTC]

👍: 0 ⏩: 0

CrescentMoona [2022-05-06 21:08:08 +0000 UTC]

👍: 0 ⏩: 0

Hexidextrous [2020-01-17 02:00:56 +0000 UTC]

He's now in the game, albeit as a Mii Gunner Reskin though.

👍: 2 ⏩: 0

MichaelCarmona [2020-01-16 22:04:22 +0000 UTC]

👍: 2 ⏩: 0

NinTOONdoh [2020-01-16 20:30:22 +0000 UTC]

Welp, wish sorta granted!

👍: 2 ⏩: 0

PG1224 [2019-10-05 01:42:12 +0000 UTC]

What about Mugman?

👍: 1 ⏩: 0

Pixelbit0 [2019-05-16 20:28:14 +0000 UTC]

Im getting a lot of mega man vibes, especially from the down b

👍: 0 ⏩: 1

WaltDaPhil In reply to Pixelbit0 [2019-09-28 19:27:34 +0000 UTC]

You know what gives even more Mega Man vibes?
That Cuphead's brother is called "Mugman", which is disturbingly close to the name "Mega Man".
Right? R-Right-am I right...?










I'll see myself out

👍: 0 ⏩: 1

Pixelbit0 In reply to WaltDaPhil [2019-09-30 18:18:03 +0000 UTC]

I guess so

👍: 0 ⏩: 0

pingyanimatronic [2019-04-07 02:53:30 +0000 UTC]

Mugman as his echo fighter

👍: 0 ⏩: 1

Pixelbit0 In reply to pingyanimatronic [2019-09-30 18:17:29 +0000 UTC]

Or alt similar to heroes alts

👍: 0 ⏩: 1

AwesomeCraft In reply to Pixelbit0 [2021-02-12 18:29:19 +0000 UTC]

I prefer Mugman as a separate fighter but I respect your opinion.

👍: 0 ⏩: 1

Pixelbit0 In reply to AwesomeCraft [2021-02-12 19:25:38 +0000 UTC]

👍: 0 ⏩: 1

AwesomeCraft In reply to Pixelbit0 [2021-02-12 19:28:05 +0000 UTC]

Yeah true.

👍: 0 ⏩: 0

Witherbrine98 [2019-03-21 14:38:16 +0000 UTC]

Did you see the Nindies Showcase yesterday? Because I think this is possible now!

👍: 0 ⏩: 1

Bulborb64 In reply to Witherbrine98 [2019-03-26 15:51:43 +0000 UTC]

exactly, with Cuphead now coming to the switch and the cuphead dev saying that he would like this creation to be in smash, the possibility of him (and mugman as an alt) getting in is there

👍: 0 ⏩: 0

xinbra [2018-12-14 00:18:34 +0000 UTC]

Have you thought about having Mugman as a pallet swap for Cuphead? Just asking.

👍: 0 ⏩: 1

wesaa In reply to xinbra [2019-03-21 09:47:35 +0000 UTC]

more like an echo fighter

👍: 0 ⏩: 2

WaltDaPhil In reply to wesaa [2019-09-28 19:28:24 +0000 UTC]

I think a palette swap makes more sense, since they both function virtually the exact same.

👍: 0 ⏩: 1

wesaa In reply to WaltDaPhil [2019-10-01 18:26:39 +0000 UTC]

I still would prefer an echo fighter

👍: 0 ⏩: 0

xinbra In reply to wesaa [2019-03-21 10:00:54 +0000 UTC]

True; possibly.

👍: 0 ⏩: 0

RetroPixel127 [2018-10-16 21:59:17 +0000 UTC]

I Want This Guy In Smash Bros And Ultimate Is A Better Choice For Him!

👍: 0 ⏩: 0

EricSonic18 [2018-08-02 20:56:43 +0000 UTC]

I think he'd use all his weapons with neutral b and change them with down b

👍: 0 ⏩: 0

ShinyEveee [2018-07-18 07:01:15 +0000 UTC]

I wonder if one of the bosses from the game could even be an Assist Trophy. Like maybe Hilda Berg using her star formations or the ghosts from the mausoleums wandering around.

👍: 0 ⏩: 0

ShinyEveee [2018-07-18 06:58:04 +0000 UTC]

I hope Nintendo is still taking requests. This is great

👍: 0 ⏩: 0

HiroHamadaRockz [2018-05-23 22:19:38 +0000 UTC]

Cute

👍: 0 ⏩: 0

gaby-sunflower [2018-04-03 02:26:16 +0000 UTC]

Oh my god! This is so precious

👍: 0 ⏩: 0

HeraldOfOpera [2018-01-31 23:29:39 +0000 UTC]

Yikes on that stage. Having to put the fighting on hold to deal with a boss is already the worst part of any Sm4sh stage that makes you do it, but having to deal with all those disparate bosses? This will be played for the one event that throws you at the bosses in order, if modes with random stages force you to, and under basically no other conditions. (Also, those bosses generally have a reward of some kind for whoever deals the finishing blow, and these don't appear to have any such thing...)

👍: 0 ⏩: 1

Captain-Softspot In reply to HeraldOfOpera [2018-02-01 02:35:46 +0000 UTC]

Don't deal with the Devil.

👍: 0 ⏩: 1

HeraldOfOpera In reply to Captain-Softspot [2018-02-01 14:40:51 +0000 UTC]

Games are supposed to be fun, especially Super Smash Bros.

👍: 0 ⏩: 1

Captain-Softspot In reply to HeraldOfOpera [2018-02-01 17:02:29 +0000 UTC]

i0.kym-cdn.com/photos/images/o…

👍: 0 ⏩: 0

Lizziegould [2018-01-23 10:55:03 +0000 UTC]

yaaaas




entrance = his normal entrance


taunts = possibly him acting like he normally does

👍: 0 ⏩: 0

Picklester [2018-01-05 22:23:49 +0000 UTC]

Hey look it's Blue Cuphe- I mean Mugman.

👍: 0 ⏩: 0

SomeBeedrill [2017-12-10 20:23:51 +0000 UTC]

THIS MATCH WILL GET RED HOT   

👍: 0 ⏩: 0

BassCandy [2017-12-02 23:03:36 +0000 UTC]

EYYYYYYY

👍: 0 ⏩: 0

NintendoEX [2017-11-22 02:17:02 +0000 UTC]

#cuphead4smash

👍: 0 ⏩: 0

Robotkirby12 [2017-11-20 04:18:11 +0000 UTC]

GOOD DAY FOR A SWELL BATTLE  

👍: 0 ⏩: 1

user15432 In reply to Robotkirby12 [2018-04-20 09:43:25 +0000 UTC]

and begin

👍: 0 ⏩: 0

Robotkirby12 [2017-11-20 04:15:47 +0000 UTC]

Assuming his winning scenes could be: The scene when you beat a boss  , when Elder Kettle gives him his magical abilities , and this .
Losing scenes may be something like this:      or he'll just clap naturally.

👍: 0 ⏩: 1

GamerGod2973 In reply to Robotkirby12 [2018-01-12 18:27:38 +0000 UTC]

those could be taunts

👍: 0 ⏩: 0

Knuckles898998 [2017-11-19 02:54:49 +0000 UTC]

As much as I think this would never happen, you put a lot of damn time into this. Great job bud!

👍: 0 ⏩: 0

coolvaderDRAW [2017-11-11 16:09:41 +0000 UTC]

I wish there are battle sprite so i can make mod with it

👍: 0 ⏩: 0

BrandonPanek [2017-11-09 02:41:08 +0000 UTC]

Is it OK if I can make a template of this?

👍: 0 ⏩: 1

Captain-Softspot In reply to BrandonPanek [2017-11-09 03:27:17 +0000 UTC]

no.

👍: 0 ⏩: 1

BrandonPanek In reply to Captain-Softspot [2017-11-09 03:27:39 +0000 UTC]

Ok

👍: 0 ⏩: 0

Tenma-arekussu [2017-11-06 04:15:33 +0000 UTC]

Technically you could also add Mugman as himself as an alternate skin

👍: 0 ⏩: 1

AwesomeCraft In reply to Tenma-arekussu [2021-02-12 18:30:30 +0000 UTC]

Yea. But I prefer to have a as a echo fighter or semiclone...

👍: 0 ⏩: 0


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