KoopalingsSome might say, "but PB, you can't put the Koopalings in? That's just crazy. You're crazy!" Crazy like an overpowered Melee Fox, you mean. Now, as I would love to have each and every Kooapling in the game, I decided that the most sensible way to put them in would be to make each Koopaling a different color representation. It can definitely be done, especially considering that they are pretty much the same size and such...at least let's just assume they are for the sake of having them in Bitchslap!
Standard B: Triple Fireball.The Koopalings will shoot three fireballs forward, evenly spaced & fast towards opponents. Does decent damage with little knockback.
Up B: Shell WithdrawThe Koopalings will quickly withdraw into their shell, which will spin around and allow them to jump three times while in their shell, whether on the ground or in the air. When the shell lands, it produces a minor shockwave which has decent knockback but does little damage.
Down B: Fake Koopalings.Two fake Koopaling dolls will appear on both sides of the Koopalings and protect them from projectiles, thrown items and attacks, taking the damage for the Koopalings. If physically attacked, the fake Koopaling will counter with a small blast of fire. 1/8th of the time, a Bob-Omb will appear instead of a Fake Koopaling. Does average damage and little knockback.
Forward B: Magic WandThe Koopalings will whip out their magic wands and fire a random projectile at the opponent. Random Projectiles include Rings, a Bouncing Fireball, a Koopa Troopa, Clown Balls, or Triple Paralysis Rings. Magic Wands can be knocked out of the Koopalings hands, as they will be a new item in Bitchslap.
Final Smash: The Koopnificent SevenWhichever Koopaling you are, you summon the other six, and they fiercely go after your opponents. Each Koopaling has all the same moves as you do, however they are not invincible and they will last for 10 seconds