Quoted By:
Spinda
>Moves:
- Fury Swipes: very low damage, close range, combo chain.
- Teeter Dance: Spinda does a dance for 3 seconds, if he finishes without being hit then opponent is confused.
- DynamicPunch: Very close range, always confuses opponent for 5 seconds, very high damage. Use without a cooldown causes confusion on self.
- Sucker Punch: Spinda does a slow 360', if he's hit from behind before turning back around then he hits for high damage.
>Ability:
- Own Tempo: Spinda is immune to confusion.
- Tangled Feet: When confused, Spinda has reduced flinch, faster recovery from damage and immunity from grappling.
- Contrary: Effects that slow or reduce Spinda's damage have the opposite effect.
>Grapple: Spinda dances and the opponent is dazed, then copies him. Then Spinda uppercuts them across the screen.
>Finisher: Spinda dances through the opponent's legs (or around them if they have no legs), then jumps up and bonks them on the head. They have reversed directional controls for 15 seconds.
>Ally move: A swarm of Spinda (all differently spotted, of course) dash across the screen and knock opponents up and back. Small damage.