Posted by: Davidreamcatcha | March 5, 2012

Davian Graveyard – Heart Man and Roy Koopa


Heart Man is a Great Piggy Bank Robber Heffalump and/or Woozle Evil League of Evil Member monstrosity cooked by Mr. Krabs Spongebob Squarepants character, appearing only for 5 seconds in the Valentine’s Day Episode. Heart Man is the mascot of the Valentine’s Day Carnival, beloved by children. However, Patrick Starfish ruins this relationship in a murderous rampage, tearing Heart Man’s costume apart and scaring the children away with a cry of “I DEFY YOU, HEART MAN!” After this notably horrendous act, Heart Man is never seen or heard from again.





Wait, Heart Man’s not a giant sentient heart!? You know the shock – it’s like you finding out Mickey Mouse was just some underpaid mexican who dressed as a mouse.

Thankfully for you, Heart Man’s costume has it’s own health meter, independent of the person underneath the suit. Once the suit takes 50% damage (it can’t be healed by healing items and whatnot) Once he does, his costume will rip right in two and the fish in boxers will be exposed. As the fish, Heart Man retains the same moves, but has a bit of a change in stats. His weight is halved and his hitboxes are slightly smaller due to his lack of giant arms. However, his ground movement is doubled and he’s much less combo food. Heart Man will not regain his costume until he regains his stock, though he certainly has ways to heal up the damage needed…




…Ergh, let’s get onto the actual move. When Heart Man uses this input, he pulls out a heart-shaped lollipop and holds it out for a second. During this second, he can press the input downwards to drop it on the ground, or can press any other input to launch it as a generic throwing item that will deal minimal damage.

Once the heart on stick is on the ground, anyone can pick it up to be able to heal themselves of 10%. While this may sound counteractive to Heart Man’s strategies, he can drop it on the ground as a distraction for the foe while he gets away safely, and he has more than enough power to make sure that foe takes another 10%. Of course, you can always use it as a generic projectile as well, just make sure that you’re prepared for the foe’s inevitable healing through the method. He can also use this to heal allies, of course.

Heart Man begins flapping his arms up and down like a retard, with the grin on his face ever-present. While this seems to have no effect at first, exactly one second later, a generic fish child will appear alongside Heart Man, being drawn to his flapping. For aesthetic purposes, the child has stats identical to Ness and 10% HP. When it runs, it will wildly flap it’s arms in front of it’s body, dealing 3% per second and dragging knockback to anyone in front of themselves, possibly dragging them into another child or one of Heart Man’s laggier attacks. Heart Man can have 6 of these children out at a time, meaning he can cover the stage with these hitbox. The child, however, will stand still when it spawns – meaning it won’t cover the stage after all, it looks like Heart Man will have to find a way to move them about…

Whenever Heart Man drops a lollipop in the ground, the children will flock to it at their dashing speed, forming the running hitbox. The first one who reaches it will get the lollipop, eating it to heal all their damage. Heart Man’s primary method of healing them is this, though he can give the lollipop to them directly by pressing the nspec next to them.

However, due not that when Heart Man is without his suit, they will no longer listen to commands from him, and he will be unable to summon them. He can still knock them around with attacks to deal damage, however…


Heart Man grabs a whole bundle of the balloons seen in the above pic, holding them in front of himself for a second. If a child, a foe, the foe’s minions, allies, anything that can grab the balloon steps in front of him during this time, he will hand them the balloon and they will fly skywards! They fly upwards the height of Sonic’s up special, before they fall back down into helplessness, with halved fall speed. Afterwards, they will have the bundle of balloons stuck to them, meaning their up special will be replaced by the balloons going upwards. They will only use this attribute upon taking 8% damage or waiting 6 seconds.

This is one of your only way to get children to recover if they’re sent offstage, as they will normally just fall like idiots if they’re knocked off. While kids are in the air, they will make the same running hitbox if they move, meaning you can command kids with balloons down towards the stage for an aerial assault.

Should no one grab the balloons during the second they’re held out, Heart Man will enact the recovery on himself, gaining all the benefits that the foe gets from having a balloon tied on. But, there’s a drawback I haven’t mentioned yet: if the foe attacks any balloons that aren’t their own, they will instantly pop and send the user into helplessness. This makes Heart Man’s recovery insanely gimpable, but he can attack while flying upwards, meaning he can fill the stage with his children hitboxes.


Heart Man pulls out a needle and some red thread, before he starts sewing together loose patches in the suit, healing up some damage done to it. With this, he will heal the suit’s damage by 8% per second, no will not heal any of his own damage.

This is also the only way you will get your suit back. If a suitless Heart Man does this attack for 5 seconds, he will sew a new suit and equip it. Heart Man can’t cancel out of this, however, meaning he wants his foe occupied for this ridiculously laggy movement.



Heart Man holds his fin up to his mouth and whistles, startling those in front of him, causing them to enter stun for .20 seconds. If Heart Man isn’t in his suit, the stun is increased to .50 seconds, due to the suit not being around to muffle him a bit.

Notably, if any children are onstage while Heart Man is in the suit, they will rush towards him, forming the same running hitbox. They will stop only when they reach Heart Man, but Heart Man can whistle again to send them back to what they were doing before, whether it be standing still or running towards a lollipop.



Heart Man motions to the background, causing two fish wearing construction-working uniforms to emerge and start building a large structure in the background, obscured by a comical cloud of smoke. If Heart Man is hit at any time during the charging phase, the construction workers will flee in fear. All of Heart Man’s smashes have the same charging property, so this won’t be mentioned again. Combined with the cloud of smoke until it’s finished building, this can be quite devastating to the foes, as it’s a decent mindgame.

Once this is done, the construction workers leave as their work is revealed: a giant ferris wheel that lays in the background, as tall as 3.5 Ganons and as wide as 3 Bowsers. The ferris wheel itself can’t be damaged, but the entrance, the only solid part of the ride, can be damaged. The entrance must take 15-30% depending on charge time to be destroyed.

If foes are knocked into the entrance or press up by it like a SSE door, they will enter the Ferris Wheel and begin riding it. You all know how a Ferris Wheel works, yes? It takes 4 seconds for it to completely do the full rotation, after which they exit and can’t enter it again for another 7 seconds. The foe’s can still attack while riding it, though it’s not as though there is anything to hit…

Heart Man himself can enter the Ferris Wheel to shield his body a bit, and can toss lollipops and whistle to command children about during this time. He can’t enter it for another 7 seconds either, though. Children will also board the Ferris Wheel if they go to the entrance, during which they will excitedly jump into the foreground and run if Heart Man commands them. Combined with a balloon, this can be used as an incredibly dangerous starting point for an assault.



Heart Man thrusts his stomach forward, expanding it quite a bit…or is he just leaning backwards? Whatever the case, this makes Heart Man’s stomach just a bit bigger, anyone who comes in contact with it at this time will be bounced 5 Battlefield Platforms in the direction they came from. This does, of course, function as a generic spacer, though in mid-air he can push them towards a Ferris wheel loaded with kids or into the path of a roller coaster.

When Heart Man loses the costume, he no longer has the costume for foes to bounce against. This makes it much more quick as he is able to heave his body forward more quickly, and deals 7% and some light hitstun, making it much more of a juggling/combo move.


Not unusual in the slightest, outside the fact that it’s relatively quick and Heart Man can grab and throw the children.

Heart Man delivers a quick hug to the foe. D’aaawww! This deals minimal damage, but it heals them about 3% damage, meaning you really don’t want to be using this on them. On the subject of grabbing allies, however, this has much more of a purpose. Of course, if you’ve lost the costume, Heart Man will drop the facade and knee them in the middle of his “hug”, dealing 3% damage instead of healing them.

If Heart Man hugs a child while he’s in the costume, they’ll be inflicted by the power of love and circle Heart Man, running in and out of the background while making the same running hitbox. Heart Man can get numerous children to pressure the foe alongside him, as well as using the little buggers as sponges so he doesn’t lose the costume. However, upon Heart Man taking any sort of damage, the children will run away. Heart Man has no limit to the number of children that can be circling him, though he obviously wants to take into account how much time it will take to wrangle up all of them.

Heart Man locks hands with the foe, able to move and jump around with the foe hand-in-hand, the foe has to button mash out with 2x grab difficulty. At any time, Heart Man can toss them to right or left to turn them into a flying hitbox that deals 8%. The use here is much more notable when you’re grabbing and throwing children, as you can hurl children forward as projectiles that deal 10% each.




Roy is one of Bowser’s 7 Koopalings, first debuting in Super Mario Bros 3. In that game, all the Koopalings were semi-generic, with their personalities being fleshed out in later games…except for Roy. In his next appearance, Super Mario World, he simply borrows Morton’s shtick of climbing up walls since Bowser is too lazy to think of something original for him. Finally, he gains his own shtick several years later in Superstar Saga…creating shockwaves and generic shell spins. Hippo. In New Super Mario Bros Wii, after a few more years of disappearing, he can hide in pipes to assault the brothers Mario, but he is quickly defeated by them regardless. Whatever the case may be, Roy is often the Koopaling with the least characterization, as he is oftentimes depicted as a generic bruiser. The show doesn’t help, simply giving him a brooklyn accent and making him the generic tough guy of the Koopalings. Oh. Did I mention that I fucking hate this character? BECAUSE I REALLY FUCKING DO.


Aerial Movement: 7
Weight: 7
Falling Speed: 6
Size: 6
Traction: 6
Jumps: 5
Ground Movement: 5



Extracting a Bob-Omb from his shell, Roy chuckles to himself as he winds it up, before placing it down on the ground. In the air, he lobs it at a downwards angle, sending it towards the ground at a decent speed. Both motions take about .40 seconds, so be sure to use it only when it’s good for you. The Bob-Omb is about the size of Kirby and automatically walks forward at Dedede’s dashing speed. When it comes within a battlefield platform of the foe, it will turn red before exploding over .20 seconds, creating a Bowser-sized hitbox that lingers for 1.5 seconds after the Bob-Omb has exploded. Contact with the hitbox deals 15% damage and great knockback, unfortunately for Roy (or fortunately in certain cases), the Bob-Omb will detonate upon being hit with any attack, such as a projectiles.


Roy bends his knees before hurtling himself upwards, with startup lag on par with Ganon’s up special. Roy’s leap is more comparable to Dedede’s, however. Now, when Roy leaps, he leaps up 4 Ganons and is fully controllable, moving at Ganon’s walk speed. After moving this height, he plummets downwards at Mario’s dash speed, still controllable. While Roy is plummeting downwards, he can still attack, but will remain in the plummeting state. When Roy reaches the ground, however, something will happen.

Whenever Roy lands on the ground, he creates a shockwave in front of him, rippling the ground and pushing foes forward in a Piplup-like manner. This shockwaves travels at Sonic’s dash speed, and the height/damage of it increases for every Ganon Roy plummets downwards. Every Ganon he moves downwards, Roy’s shockwaves increases in size by one Kirby and gains 1% to it, so try to get the drop on your foes in order to create the hardest shockwave for them to escape from.

As a side note, your shockwaves will push your Bob-Ombs forward, increasing their speed to create a highly offensive tool.


Roy points his wand to the ground with a sneer, as soon as he does, a holographic pink warp pipe as wide as Bowser pops out of the ground, before extending itself upwards. Every second, it adds a Fox to its height, so it will slowly get bigger and bigger. The pipe will always stop when it is at least a Ganon away from the top blast zone, as well as stopping like this if it is about to come into contact with a platform. Roy can press the input a second time to stop the pipe’s movement upwards, or can be hit while the pipe is extending for it to stop.

The pipe does not serve as a wall like you would expect, at least not until Roy creates a second one. If he does so, the two become solid and are connected to each other in Classic Mario fashion. Roy can crouch and press B on either of the pipes to enter it, foes and Bob-Ombs will automatically enter it when they stand on it. In addition to automatically entering the pipes if they are on top of it, they will turn around if they walk into it.

In the pipes, anyone inside will stay for a full second before they are shot out with all the momentum they had. To keep this from being overpowered, if Roy is attacked while he is creating a pipe, it will stop extending. If a pipe is dealt 30% damage by Roy or the foe, the two connected pipes will disappear in a cloud of smoke. If Roy lands on a pipe while using his up special, he will exit the other pipe at an extremely fast rate, roughly 1.5x Sonic’s dash speed.


Roy places one hand on his hips as he raises his wind up to the sky in his other hand. .10 seconds later, during which you can angle the direction the move will take, Roy vanishes from sight! Roy teleports 5 Battlefield Platforms away from his original position, and can teleport in any direction he wishes. While the obvious purpose for this move is spacing and for recovery, this has a truly dastardly purpose: if Roy comes into contact with a pipe while he is teleporting, he will automatically reappear inside of it! This encourages him to place them near each other, whether it be to create an arena with two pipes or to create a whole ceiling of pipes.



Roy uses his claw to spin the character in a circle, laughing at their misery. They spin for .50 seconds before Roy stops them, the victim taking 3% damage when he does so.

If Roy uses this on a pipe, he causes it to start spinning for 3 seconds. It deals 4% damage to anyone next to it or in it, and causes projectiles sent towards the pipe to be reflected.


Roy takes his right arm and begins winding it up, using his left arm to hold the character’s head down. Now is your cue to button mash A to make his arm wind faster, as it won’t come out well otherwise. After a second, Roy punches the victim in the face as he releases his grip on their head, causing them to skid along the stage taking 8% and set knockback. They travel a Battlefield Platform’s distance unwinded up to Final Destination’s distance winded up. This is naturally a great way to shove foes into Bob-Ombs, stomped warp pipes or sticky substance.

If used on your warp pipe, Roy’s punch causes the pipe to move forward, giving it use as something of a makeshift weapon in the form of a moving wall. Since the pipe is naturally a lot more hefty, it will only move 1/2 the distance a character would travel.


Using one hand, Roy grabs the foe by their legs and jumps into the air with them. They jump up 2 Ganons, during which Roy can move about to adjust where he and the foe will land, moving downwards at a surprisingly fast speed. When they reach the ground, the foe is deal 7% and has their head stuck in the ground, having to button mash with grab difficulty to get out, and are immune to grabs for 5 seconds after they escape While this helps as a good close ranged option to get foes to stand still, the real use comes in when Roy plummets the foe and himself into a warp pipe, likely sending them both to their doom.

If used on a pipe, Roy will struggle to pull it out of the ground, before giving up. Even he ain’t strong enough to get it…



Rearing his arm backwards, Roy swipes it forward in a slashing motion. The motion is unlike Bowser’s numerous claw moves, as Roy extends his right arm a Mario width forward rather then doing a wimpy little slash like his father. The lag on both ends here is on par with Ganon’s jab, if not a smidge slower. When Roy hits a character with this, they take 13% damage and good knockback, once again giving Roy some sort of option to get foes out of his face.

If Roy claws one of his pipes, he impales his clawed hand into the pipe before using his other arm to hold onto it. From here, Roy can climb up and down on the pipe at Ganon’s dash speed, jumping off by pressing the shield button. While on the pipe, Roy can push the control stick forwards or backwards to bend the pipe as though it were a bendy straw (obviously not able to do this if something would be in the way of the bending). This changes the angle that things are launched out of the pipe at, turning them into your own personal cannons.


Roy waves his wand in front of himself, with the startup lag of Ganon’s forward tilt. The wand is a small hitbox that deals 12% and great knockback to anyone foolish enough to walk into it’s path, being a greater GTFO option then your jab for this reason. However, Roy’s wand wave isn’t just for show: Roy is casting a spell at the location he waved his wand at!

The next time Roy uses the forward tilt, the spot in which Roy first waved his wand glows pink, as winds emerge from the spot! Anything within 3 Battlefields of the spot is pushed back by the wind, moving them away at Captain Falcon’s dash speed. This motion is lagless, making it an excellent way to catch foes offguard. Among Roy’s many uses of this move are to redirect Bob-Ombs or foes flying out of pipes, or push fleeing foes into shockwaves.


Releasing his anger, Roy harshly lowers his foot to the ground in a Warlordian Stomp(TM), causing a small shockwave to emerge from the force of his feet colliding with the ground. The shockwave has a range of one Battlefield Platform around Roy. The shockwave deals 10% damage with good knockback to any foes too close for comfort. Combined with the low startup lag, Roy can use this as an effective GTFO move if he so chooses.

If the shockwave comes in contact with one of your Bob-Ombs, the force will launch your Bob-Omb the height of Sonic’s up special, with it continuing to move forward in the air. More importantly, if Roy uses this against a warp pipe, the warp pipe will suddenly sink, going into the ground at Sonic’s dash speed. The Pipe stays connected to the other pipe while in the ground, and any foes walking over it will still go into it. However, by removing the pipe from the battlefield, Roy can prevent his foes from attacking it, at the cost of losing his ability to grab it. Still, useful for fthrows and other fun sneak attacks, amirite?



Roy cackles as he spins his wand around in his hands during the charging phase, once he stops charging, he points his wand to the sky as a small pink glow appears around it. Roy now controls this pink glow, it being the size of a pokeball, having unlimited aerial movement and moving at Mario’s dash speed. Yes, yes, David is ripping off his own set for another, blah blah blah.

At any time, Roy can press a to place the pink glow wherever he likes. When this happens, he must push the control stick to the left or right to choose a direction. When he does, a platform forms from the pink glow and begins moving in the direction Roy chose. The platform is virtually identical to a Battlefield platform, with the same fall-through properties, and is up to 1.5-3.5 Battlefield Platforms long depending on the charge time.

Whenever Roy uses his pipes while standing on one of these platforms, he can press the control stick down to make the pipe go downwards, meaning he can create a whole ceiling of pipes if he wishes.


Roy holds his wand up to the sky, chuckling as a concentrated orb of energy flows around it. Once the charge is released, the energy becomes a sticky, pink substance as Roy swings the wand in a hammer motion, causing the substance to fly off, traveling forward a Battlefield Platform to half of Final Destination, depending on charge. The substance is about the size of Kirby, and travels forward at Ganon’s dash speed until it hits the ground or the foe. If it hits the foe, it coats them with the substance, causing them to be stuck to the ground and forced to button mash to get out of it, being able to escape at normal grab difficulty. On the ground, the sticky blast stays on the ground, functioning as a Bowser-width hitbox that coats anyone who walks over it, including Roy. It can get stuck to pipes and such as well, sticking them to pipes and platforms and the like. Roy can have unlimited amounts of the substance onstage, allowing him to control it effectively.

By press A during the charging phase of this move, Roy chuckles and flares his wand, causing the bits and pieces of it you have onstage to explode, causing vertical knockback and 10-20% depending on how charged the original blasts were. This knockback is extremely vertical, meaning it can knock foes successfully into pipes hanging on your up smash ceilings. Sticky Substances will not disappear until this is used, it’s destroyed by your up smash or if the foe gets onto it and button mashes out.

Let’s get to interactions with the substance.

* If it covers your pipe, whether by launching it from a platform or onto pipes squashed into the ground, and someone enters the other pipe, they will be stuck once they exit into the other one.

*If launched Bob-Ombs or Warp Pipes move across it, they will get stuck, which can be good or bad depending on the situation.

*If the sticky substance is on the side of your Warp Pipe and you blow it up, it will damage the Warp Pipe, making this more of a last resort then anything. This does have obvious benefits combined with your pummel, as you can turn it in such a way that the sticky substance will be on the other side of the pipe.


Roy faces the screen for the charging of this move, tilting his head to the sky. Once the charging is complete, he shoots a Kirby-sized fireball from his mouth, it travelling straight upwards from his mouth at Sonic’s dashing speed. The fireball deals 11-16% and good knockback to anyone it comes in contact with, and moves the height of Sonic’s up special before crashing down to the ground. If it is allowed to land on the ground, the hitbox lingers onstage for 3 seconds before dying out, but unless this happens the awkward path of the hitbox won’t really hit anyone unless they’re directly above him. The interactions, however, make this move worth it. If the fire hits one of your traps (dsmash, fsmash, platforms) it will ignite them, giving them the fireball’s hitbox for 3 seconds before it disintegrates into thin air. If the fireball hits a bob-omb, it will cause it to explode immediately. One of the most notable things is when Roy sends it into a warp pipe; when it goes inside it, it picks up momentum going out the other end, so you can juggle your fireball to create a wall that foes will be afraid to jump through for fear of getting hit by the fireball.



Stalling in midair, Roy halts in place to perform a midair cartwheel, taking about .50 seconds to do so. Anyone who comes into contact with Roy during this time takes about 8% damage and decent knockback. Due to the stalling nature of this move, Roy can only use this 3 times in mid-air. While it sounds like a decent move by itself, the real purpose of this move is to fake the foe out as to when you will hit the ground. Roy has no lag coming in or out of this move, meaning that he can immediately follow this up with a different move, such as your down aerial.


In an imitation of his father’s back aerial, Roy swings his shell backwards, damaging those who come in contact with him for 6% damage and light knockback. This has minimal startup lag and heavy end lag compared to his father. If Roy uses this move as he is about to be shot out of a pipe, the spikes will impale the warp pipe, allowing Roy to infinitely cling to the pipe. While on the pipe, Roy can use all of his aerials, specials and smashes. He can use standards as well, but must double tap the input in order to perform them, as he will likely have minimal use for them in the air. As Roy can potentially infinitely stall with this move, there is a safeguard the foe can use to prevent this. If the foe finds the pipe Roy is hiding in, he will immediately be blasted out as the foe themselves are blasted out. Some moves, such as your down throw, negate this effect. There are also foes who can attack Roy while he is in the pipe, if Roy suffers any attack while he is in the pipe, he is knocked out, though there are not many attacks that can accomplish this. One of the moves that compliments this nicely is your Neutral Special, as you can effectively warp between pipes while staying clinged.


Roy lets out a laugh, stretching out his arms out in a “T” pose. His arms at this time are a weak hitbox that deal 6% damage and low knockback to whoever comes in contact with them, making this relatively useless as an attack. If, however, Roy was being knocked away by a foe or a warp pipe when he strikes the pose, his air momentum stops completely. This has relatively long starting time to strike the pose, however, meaning that there’s still time for him to die from flying off the blast zone. If he can pull this off, however, it’s a very good defense if the foe has decided to knock you off the stage, or if Roy has been become too careless with his own warp pipes.

Yes, I just realized that I ripped off Bald Bull. But the move fits the set, so what the hell.


Roy puts his hands on his hips, smirking triumphantly at the foe. Suddenly, he pulls down his shades as a bright white flash occurs, covering the stage! When the stage is shown again, all fighters besides Roy are shown dizzied, and will not move for the next 10 seconds, but can still be carried by Roy’s pummel. This is a great opportunity to get some setup time in, or to bring your foes to pipes for a KO. Yes, I can’t think of anything else.




  1. Silly Dave, only I can make 5 second Spongebob characters

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