[8 / 6 / ?]
Quoted By: >>19392574
>Slow, but has floaty jumps and descends slowly.
>Long reaching normals, mostly whip and slash attacks
>Grabs with tentacles, then uses Psychic to throw them away
>Standing B - Psycho Cut, chargable projectile that goes farther whenever charged.
>Side B - SuperPower, strong dash attack, but has a cooldown period where Malamar does less damage and is more easily sent flying.
>Up B - TopsyTurvy, Malamar flips itself around while doing a spin attack. Has decent left to right movement as well.
>Down B - Switcheroo. Sends a glowing projectile out in front of Malamar, and swaps places with whoever it hits. Could be used to KO unsuspecting players who have just knocked you off the stage.
>Final Smash: Contrary. Malamar gets a slight buff to stats and the properties of his special moves change. Lasts for 20 seconds or so.
>Psycho Cut goes farthest when uncharged, but is absurdly strong when fully charged, despite crap range.
>SuperPower not only has a smaller cooldown time, but also buffs Malamar's attack and defense when using it instead.
>Topsy-Turvy sends Malamar straight down to the ground, but any opponents within a certain radius when he hits the ground take damage and have their controls reversed for 5 seconds.
>Switcheroo doesn;t swap places anymore, but instead swaps each player's percentage.
>Long reaching normals, mostly whip and slash attacks
>Grabs with tentacles, then uses Psychic to throw them away
>Standing B - Psycho Cut, chargable projectile that goes farther whenever charged.
>Side B - SuperPower, strong dash attack, but has a cooldown period where Malamar does less damage and is more easily sent flying.
>Up B - TopsyTurvy, Malamar flips itself around while doing a spin attack. Has decent left to right movement as well.
>Down B - Switcheroo. Sends a glowing projectile out in front of Malamar, and swaps places with whoever it hits. Could be used to KO unsuspecting players who have just knocked you off the stage.
>Final Smash: Contrary. Malamar gets a slight buff to stats and the properties of his special moves change. Lasts for 20 seconds or so.
>Psycho Cut goes farthest when uncharged, but is absurdly strong when fully charged, despite crap range.
>SuperPower not only has a smaller cooldown time, but also buffs Malamar's attack and defense when using it instead.
>Topsy-Turvy sends Malamar straight down to the ground, but any opponents within a certain radius when he hits the ground take damage and have their controls reversed for 5 seconds.
>Switcheroo doesn;t swap places anymore, but instead swaps each player's percentage.