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English
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Part 5 of Moveset Maker
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Published:
2025-06-19
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6,900
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1/1
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19

Stay Crunchy (Moveset Maker)

Summary:

Over the years, many have floated the idea of having breakfast cereal mascots battle each other for supremacy in the medium of fighting games. However, I feel fairly confident that none have gone as in-depth with describing and fleshing out this hypothetical game concept as I have.

Work Text:

Platform Fighter featuring a roster of cereal mascots. Heavy inspiration from Smash Bros, obviously. 

 

Base roster of 18, focusing on the rivalry between Kelloggs and General Mills. DLC packs introduce smaller brands into the battle, bringing the grand total character count to 26. Each fighter’s moveset is made up of four directional specials and a Breakfast Breaker ultimate move. Each character also has an associated stage. 

 

Kelloggs

1. Snap, Crackle, and Pop (Rice Krispies)

Player controls one of the trio while the other two follow him around in the background, only contributing during certain special attacks. Different skins change which one you control, altering the animations’ visuals slightly while keeping the actual gameplay the same. Basic attacks are punches and kicks. Neutral Special has all three elves briefly turn their bodies into their signature onomatopoeias for three consecutive bursts of damage in a radius around them. Side Special has them all hop onto a Rice Krispies Treat bar and go sliding and spinning across the ground like a curling stone. Similar to Wario’s bike where the slippery physics and uncontrolled momentum can potentially screw them over. Up Special is basically Olimar’s Pikmin Chain. The three quickly stack on top of each other and extend outwards and upwards, letting them attach to the side of a platform to recover or attack a mid-air opponent. Down Special has them set down a bowl of Rice Krispies with milk on the ground, which detonates after a short delay into a damaging shockwave of cereal sounds. Up to three bowls can be placed at once. Breakfast Breaker has the three transform into their superhero forms and fly across the stage, criss-crossing the entire arena and delivering high-speed, electrified punches to any opponents in their way. Pow and Ms. Pink are Alph-style alternate costume characters.

 

2. Tony the Tiger (Frosted Flakes)

Basic attacks are claw swipes. Neutral Special has him do his “They’re Grrreat!” upwards point, letting loose a bolt of electricity from his fingertip. Side Special has him shoot forward on a pair of skis, leaving a freezing trail in his wake. Up Special has him spring high into the air before descending at equally high speeds with a basketball for a slamming dunk attack. Obvious potential for backfiring if he uses this move to try and recover but can’t get onto a ledge during the upwards part. Down Special has him serve a volleyball straight up. This toss functions as an anti-air projectile all on its own, but repeating the input while the ball is still in the air has Tony jump up and spike it, sending it screaming down at a diagonal angle for far more damage on impact. Breakfast Breaker has him get Supercharged, equipping him with a hockey stick and a modified suit of orange armor. As a cluster of floating pucks swirls around him, he sends groups of them flying with each swing of his stick, letting loose barrage after barrage of ricocheting projectiles in all directions.

 

3. Cornelius Rooster (Corn Flakes)

Basic attacks are pecks and flapping wing smacks. Neutral Special has him try to crow, producing one of three random sounds and an associated effect. The first is a foghorn, which unleashes a cone of scalding vapor from his beak; the second is bubbles popping, which spits out a large floating bubble that briefly absorbs the first fighter it touches to trap them in midair for a few seconds; and the last is a proper rooster crow, which summons a miniature sun that he promptly absorbs to grant himself a fiery attack buff for a short time. Side Special has him drive a tractor a short distance forward. Up Special has him flap his wings intensely to fly upwards, though not gracefully or for very far. Down Special has him crow and randomly summon one of three giant objects from beneath the ground in front of him that aren’t the sunrise he’s aiming for. One is a piece of toast that sends any enemies it hits flying a good distance straight up; one is a jack-in-the-box that bobs side-to-side for the most horizontal coverage out of the three options; and the last is an alarm clock which remains on the stage for the longest time as it deafeningly rings to damage foes around it. Breakfast Breaker has him grow kaiju-sized, letting him wreak utter havoc across the stage for a set duration. The player can directly control the colossal cockerel to unleash flaps, stomps, and AOE supersonic crows which replace his typical moveset and are much more devastating than his default attacks.

 

4. Coco the Monkey (Coco Pops)

Basic attacks are smacks and kicks. Neutral Special is a Coco Rock slingshot, with charging increasing the range and damage of the projectile. Side Special has him swing on a vine, carrying him in a pendulum arc and kicking any foes in his path. Up Special has him blast upwards on his space age jetpack. Down Special has him spin around to whip out his tail. If it hits an enemy, he wraps his tail around them, then jumps into the air to swing them over his head and slam them headfirst back into the ground. Breakfast Breaker has him pull out the staff he stole from Dr. Tiki and channel his magic into it. Coconut trees begin to sprout from the ground around him, growing until they tower over the arena. He then zaps them all with a bolt of magic lightning, causing electrified giant coconuts to rain down across the entire stage, bursting into shocking AOEs wherever they land.

 

5. Toucan Sam (Froot Loops)

Basic attacks are shovel slams. Neutral Special is a scattershot projectile as he flings out a fistful of Foot Loops. Side Special is basically Pac-Man’s, but instead of drawing a trail of power pellets, it creates a rainbow trail of fruity scent, which he flies along at high speeds by following his nose. Up Special is a Meta-Knight-style swooping loop maneuver, then gliding back down to the ground with his beak extended forward to jab at any enemies in his path. Down Special has him hop up and throw a fishbowl full of marshmallow piranhas to the ground below, creating a damaging splash of water on either side of him. Foes within the splash are latched onto by a handful of biting fish, which deal damage over time for a short duration as they gnaw on them. Breakfast Breaker has Sam pull out a treasure map, which has a giant X mark the spot right in front of him, freezing and trapping any foes caught by the marker. His nephews fly in and get to work digging right away, dragging down any foes in front of Sam into the hole. Their efforts are rewarded when a massive open treasure chest full of limited-time Froot Loops varieties bursts up out of the hole, sending the pit’s opponent occupants flying while the toucans celebrate.

 

6. Sunny the Smilin Sun (Two Scoops Raisin Bran)

Basic attacks are swings with his dual scoops. Neutral Special has a small flame light up on the tip of each of his starburst points. The wheel of fire then begins rotating around him, functioning like Mega Man’s Leaf Shield. If left alone, it can block a small number of incoming hits and burn foes who get too close, but he can also manually launch the wheel as a spinning projectile. Side Special has him spin around while extending his scoops, sending out a short-range arc of raisins on either side of him. Up Special has him soar upwards while surrounded by an aura of blazing golden light and leaving a fiery comet trail behind him. Down Special pulses out a circular halo of light around himself to attack foes on all sides. Breakfast Breaker has him fly up to the top of the screen, grow gigantic, and shine down a massive beam of sunshine, the aim of which can be slowly adjusted while firing like Lucario’s Aura Storm.

 

7. Dig’em Frog (Honey Smacks)

Basic attacks are hopping kicks. Neutral Special has him bounce up before delivering a powerful drop kick in front of him. Side Special has him draw back a suction cup arrow in his Robin Hood bow before firing. On a hit, the arrow sticks to the enemy, slowing them and lowering their jump height for a short time. Up Special is a huge leap straight up that gains more max height and speed the longer it’s charged. Damages enemies on contact while ascending. Down Special is a double overhand smack that knocks the enemy down on hit, accompanied by a visible SMACK! in the air over them. Breakfast Breaker has him wrap his tongue around a foe in front of him like a cocoon and smack them back and forth like a paddleball for a while. Other enemies can be struck by the tongue-wrapped primary target as they fly back and forth from his strikes.

 

8. Cinna-Mon & Bad Apple (Apple Jacks)

Ice Climbers situation where the player controls Cinna-Mon while a CPU controls Apple simultaneously. If Cinna-Mon gets KOed, Apple is KOed too. If Apple gets KOed, Cinna-Mon has to fight without him for a short time until he respawns. Basic attacks are body checks and shoves. Neutral Special has Cinna-Mon do a bouncing slam attack on his pogo stick. Side Special is a dual speedy ram as both of them drive their cars from the Crisscross commercial. Up Special has them take off on paper airplanes, Cinna-Mon surfing on top of his while Apple dangles beneath his like a hang-glider. Although this carries them a long distance straight upward, trying to move horizontally during it is very finicky. Down Special has Apple throw a portable hole onto the nearest surface. This can be placed on the side of a solid obstacle to let them instantly tunnel through to the other side of it, or on the ground to act as a pit trap for their foes. If Apple is currently KOed, this move cannot be used. Breakfast Breaker has Apple try to do a dramatic, high-flying jump attack, only to land on top of Cinna-Mon, fusing the two together for a set duration. While in this state, their basic attacks hit both in front of and behind them, and their specials deal much more damage. In addition, if they’re knocked off the stage, it doesn’t count as a KO. The pair immediately fly back and land on the stage, separated once more. Their damage percentage is unchanged though, so they might just be KOed again right after if they don’t use this second chance wisely.

 

9. Chocovore (Krave)

Basic attacks are bites. Neutral Special has a xenomorph-style pharyngeal jaw shoot out of the creature’s mouth for an extended-range bite. Side Special is a lunging pounce that knocks a foe to the ground on hit, allowing for a follow-up chomp to their prone body. Up Special has the Chocovore sprout black feathery wings for a controllable series of flaps through the air, similar to Kirby or Dedede’s many floating jumps. Down Special swings a chainsaw around in a tornado of slicing. Breakfast Breaker has a giant splash of melted chocolate briefly cover the screen, covering every enemy fighter’s body in the sweet stuff. A pack of other Chocovores quickly dash in from all sides to join up with the original one, the swarm coalescing into a single writhing mass that begins flying all over the screen at high speeds in an effort to consume the chocolate-coated characters for a set duration. Basically, it’s Pac-Man’s Final Smash except the opponents are painted brown during it.

 

 

General Mills

10. Trix Rabbit 

Uniquely able to glide by holding jump after jumping, causing him to extend his ears to either side and carry himself aloft. Basic attacks are kicks and ear thwacks. Neutral Special has him start swinging his arm around in circles to charge up a bowling ball throw. Charging it for too long will have his hand get stuck, causing him to go flying along with the projectile. Side Special has him don his Trix Man disguise and swing his cape, which functions like Mario’s. Up Special has him don his figure skater disguise and do a spinning axel jump straight up that freezes nearby foes. Down Special has him don his clown disguise and rush forward on a unicycle to try and ram any foes in front him. Breakfast Breaker has him think about Trix, creating an expanding thought cloud that absorbs any nearby enemies. This transports them into Trix Land, at which point they’re descended upon by a colony of humanoid rabbits reprimanding them that “Silly kid! Trix are for rabbits!” After getting tossed around by the fluffy horde, they’re ejected out of his imagination and back into the real world with very real damage.

 

11. Sonny the Cuckoo Bird (Cocoa Puffs)

Has a Munchy-Crunchy-Chocolatey bar next to his health which slowly fills as he takes and deals damage. Basic attacks are over-the-top freakouts. Neutral Special has him throw an Explosion Puff, which detonates into a chocolate burst on contact. Side Special has him aim himself in the indicated direction before launching himself like a rocket. He then ricochets off of any solid surfaces in his path for a certain number of bounces before he finally comes to a stop, which could be a blessing or a curse depending on the layout of the arena. Up Special has him briefly turn into a free-flying cartoon violence cloud, which can be steered freely to bring him back up to a ledge or knock him into an opponent for some damage. Down Special is an erratic, unremarkable spin attack…unless the M-C-C bar is full, in which case it deals massive damage alongside a chocolate eruption on a hit. Breakfast Breaker has the gigantic chocolate and vanilla meteors from the Coco Puffs Combos commercial rocket in from opposite sides of the screen, smashing into any enemies in their paths before colliding with each other in the center of the screen for a gigantic AOE flavor explosion.

 

12. Lucky the Leprechaun (Lucky Charms)

Basic attacks are speed-boosted punches and kicks utilizing the Horseshoe. Neutral Special has him bring up a menu with 3 randomly selected Marshmallow Charms out of his arsenal of 10 that he can pick from to cast, ala Dragon Quest’s Hero*. Side Special has him use the Unicorn to fire out a ball of color which bounces along the stage in an arcing pattern, leaving a colorful, damaging, rainbow-shaped trail as it goes. Up Special has him float gently upwards via a Red Balloon. Down Special has him shove a Pot Of Gold into the ground, which he can remotely trigger at a later time to have it burst back up in a shower of sparkling gold dust. Breakfast Breaker is using the Hourglass to create a bubble of stopped time around himself. If any enemies are caught within it, they’re helplessly frozen in place for the duration, granting the leprechaun near-total control.

 

*Marshmallows

•Heart - Heals himself.

•Shooting Star - Buffs his movement speed.

•Clover Hat - Gives his attacks a small chance to critically hit for huge damage.

•Blue Moon - Turns him invisible.

•Tree - Leaves a trail of plants on the ground behind him as he moves which slow the opponent.

•Hidden Key - Creates a large floating door which constantly hovers behind him, functioning like the Back Shield.

•Magic Mirror - Gives him a reflective aura that bounces back the first projectile he gets hit with.

•Cloud - Sends out a floating cloud which lazily drifts after the nearest opponent. If it reaches the space over their head, it turns into a large damaging tornado.

•Magic Gem - Constantly fires a short-range Rainbow Vision beam from his eyes for a short time ala the Superspicy Curry.

•Dragon - Creates an explosion of flame around him.

 

13. The Cereal Monsters

Able to swap between the three at will using their shared Down Special ala Pokémon Trainer, with the incoming monster scaring the current one away. COUNT CHOCULA: Basic attacks are spiked mace swings, the quickest of the three. Neutral Special releases a spreadshot of three flying Monstermallow bats. Side Special unleashes a short-range blast of magic lightning from his hands. Up Special has him turn into a bat to fly for a short time. FRANKEN BERRY: Basic attacks are punches, the slowest but strongest of the three. Neutral Special is a chargeable hammer swing ala Dedede’s Jet Hammer. Side Special throws a bubbling potion for some literal splash damage. Up Special is a lightning-charged uppercut which deals great damage but doesn’t carry him very far. BOO BERRY: Basic attacks are whirling around the cereal box he’s chained to like a flail, the longest range of the three. Neutral Special is a counter. If hit, he intangibly phases through the attack, then scares the opponent from behind. Side Special can be held to have him drift off to the side while slowly turning invisible. Once he’s entirely vanished for a few seconds or the button is prematurely released, he shouts "BOO!," creating a blue spectral aura of damage around himself. Up Special has him float upwards at a relaxed but steady pace. Breakfast Breaker has the current monster reach out to try and grab an opponent. If they connect, both combatants are teleported away in a flash of lightning. The target finds themselves in the spooky basement dungeon of the Count’s castle, surrounded by not just Chocula, Franken, and Boo, but Frute Brute, Yummy Mummy, and Carmella Creeper. Together, the six creepy creatures bring down a devastating Monster Mash upon their unlucky guest.

 

14. Quicky (Nesquik)

Basic attacks swing an oversized straw like a quarterstaff or baseball bat. Neutral Special has him lift a huge piece of Nesquik up over his head while spinning it on his finger like a basketball, the rapid rotation damaging enemies all around him. Depending on the input, he can prolong the spinning or end it prematurely to chuck the cereal sphere and have it bounce along the ground as a longer-range projectile. Side Special fires a chocolate syrup bottle like a gun. Up Special has him soar into the air on his propeller ears. Down Special is a counter. If hit, he immediately zooms behind the opponent, gives them bunny ears, and then kicks them in the butt. Breakfast Breaker has him stir up a bowl of Nesquik before handing it off to the nearest opponent within melee range (picking one at random in case of a tie). This forces the target to hold onto the bowl, preventing them from picking up or using any items for the duration. As long as a fighter holds the bowl, large cows repeatedly fly toward them from offscreen, slamming into any non-Quicky fighters as they’re magnetically drawn to the chocolate milk. The initial target can pass the bowl off to another fighter who’s not Quicky by successfully landing an attack on them. Essentially, Quicky turns the match into a game of cow-dodging Hot Potato.

 

15. BuzzBee (Cheerios)

Basic attacks are whacks with his honey wand. Neutral Special has him charge up a blob of honey for as long as the button is held, then fire it out once it’s released. Just like Samus, he can store a fully charged honey blob even while moving around to shoot it at a more opportune moment. Side Special has him throw out a honey strand in a line in front of him, which attaches to the enemy on a hit and lets him drag them towards him at a later time. This can be used either to initiate a confrontation or pull the target back in close after a different attack has launched them away to keep up the combo. Requires a cooldown between pulling the target and throwing a new strand, preventing infinite combo loops. Alternatively, he can use this as a tether to pull himself over to a ledge. Up Special is a flying corkscrew charge attack where he spins while soaring upwards stinger-first. Down Special has him place a dollop of sticky honey on the ground that traps the next enemy who steps on it in place for a few seconds. Breakfast Breaker has his honey wand transform into its Tesla coil mode before he takes off, quickly flying in a heart-shaped pattern across most of the screen. Once he’s returned to where he started, the lightning trail he left in his wake bursts to life, forming a beating heart out of electricity that covers a huge portion of the arena for a while afterwards. Even if his foes don’t blunder into the damage zone on their own, Buzz can knock them into it with his attacks.

 

16. Chef Wendell (Cinnamon Toast Crunch)

Basic attacks are wooden spoon smacks. Neutral Special has him briefly succumb to his old Cinnamon Madness and leap forwards with his arms outstretched and spirals in his eyes, slamming through any enemies in his path. Side Special is similar to Dedede’s Waddle Dee Toss, except he throws out Crazy Squares which wander around and bite any foes who get too close. Up Special has him use his shaker to launch himself upwards by firing out a puff of burning hot cinnamon beneath him. Down Special has him shoot a bolt of energy from his TV remote which briefly shrinks the first enemy it hits ala the Poison Mushroom item. The longer he charges the remote before releasing the bolt, the longer the target stays shrunk. Breakfast Breaker has him call on his fellow bakers, Bob and Quello, to help him whip up a huge cinnamon tornado. The cinnamon storm slowly travels across the screen, constantly dragging foes toward it and periodically shooting out CTC square projectiles in random directions. If a fighter is fully drawn into the twister, they take a huge amount of damage and are trapped inside it until it finally comes to a halt, at which point all its contents are shot out straight up.

 

17. Fred Chexter (Chex)

Basic attacks are punches and stomps. Neutral Special is a Mini Zorcher beam. Side Special is a grab. On a hit, he throws the enemy to the ground and blasts them point-blank with a Large Zorcher before they can get up. Up Special is “rocket jumping” with a Zorch Propulsor, blasting himself upwards at a slight diagonal angle while leaving behind a gateway to the Flemoid Dimension beneath him, which lingers for a short time and damages foes on contact. Down Special has him plunge the Super Bootspork points-first straight down in front of him. If used in the air, this sends him plummeting down at high speeds. Breakfast Breaker has the Chex Warrior summon Wheatney Chexworth, Dr. O'Ryen, Shane 'The Dread' McBread, NACL96, and P.R.E.T.Z.L. around him. Together, the cluster of heroes unloads an array of Rapid Zorcher and Phasing Zorcher attacks in every direction. This creates a sort of fan spread of columns of damaging red beams with spaces of safety between them. The aim of these continuous streams of projectiles can be adjusted while they’re firing to account for enemies’ movements.

 

18. Chip the Wolf (Cookie Crisp)

Basic attacks have him strike out with his Dr. Octopus-style robot arm backpack. Neutral Special has him hold out a giant magnet/container in front of him. This functions like Game and Watch’s Oil Panic, absorbing up to 3 enemy projectiles which he can fire back out as his own explosive attacks. However, trying to use the magnet while it’s already at full capacity will cause it to blow up in his face and damage himself. Side Special is basically Snake’s Remote Missile, but now in the form of Chip sending out a remote-controlled flying cookie drone that explodes on impact. Up Special has him ascend a set distance aboard his gyrocopter, the spinning blades on its top damaging foes. Down Special has him pull out a jackhammer and jab it forward to try and drill it into his foes. Breakfast Breaker has the previous Cookie Crisp mascots suddenly dash onto the stage and engage in a 2-on-1 chase while Chip ignores his former boss’ requests for back-up. Cookie Crook and Officer Crumb are driving their monster truck and police wagon respectively, obliviously ramming into and driving over the other fighters if they can’t get out of their way quickly enough. Meanwhile, Cookie Jarvis flies back and forth above the stage, dropping cookie jars from above that shatter into small AOE bursts of damage when they land on either the ground or someone’s head. At the end of the duration, the Crook comes to a crashing halt, allowing the officer to lock him up and Jarvis to teleport all three of them away.

 

 

Quaker DLC

19. Cap’n Crunch

Basic attacks are saber slashes. Neutral Special is a hat boomerang toss. Side Special casts his hat fishing rod to either side as a grab just like Isabelle. This move can’t be used if his hat boomerang has been thrown out and hasn’t returned to him yet. Up Special has him Crunchatize himself, flying upwards a set distance as a long animated stream of cereal pieces that damages any enemies on contact. Down Special has him “accidentally” send an extra-large Crunchberry rolling across the ground to bowl over opponents and knock them prone. Breakfast Breaker has him blow a phreaking toy whistle to call Wilma the Winsome White Whale, who does a flying leap across a huge horizontal section of the stage, sending any unfortunate opponents in her path soaring.

 

20. Quake & Quisp

Player controls Quake directly while Quisp constantly hovers behind him. Basic attacks are punches from Quake and short-range shotgun-style blasts from Quisp’s space gun. Neutral Special has Quisp energize himself with his quackling cereal before zooming out straight ahead of Quake as a living projectile. The speedy alien returns to his side after either slamming into an enemy or reaching a set maximum distance. Side Special has Quake slam down with a helmeted headbutt that briefly buries his foe on a hit like Donkey Kong. Up Special has Quisp grab Quake by the hands and put his propellor into overdrive to lift them both up Tails-style. Due to their combined weight, however, their ascent isn’t exactly speedy. Down Special has Quake pull up a giant stone cube from the ground beneath his feet. He can carry the block of rocks around for as long as he likes before lobbing it, the petrified projectile shattering into a small AOE blast of stone shards upon impacting a foe or obstacle. Breakfast Breaker has Quake uppercut a foe in front of him, sending them flying into the air. The pair then separate and take off away from the stage in opposite directions, Quake burrowing deep down beneath the ground and Quisp flying up into space on his spacequaft. The two then u-turn and smash into the opponent from above and below simultaneously, the quaking and quackling shockwaves from the force of their collision damaging and knocking back any other enemies who happen to be nearby.

 

21. King Vitaman

Basic attacks are sword swings. Neutral Special has Sir Laffitup step out in front of the king. This functions as a counter just like Peach and Daisy’s Toads, only with the jester knight laughing off the attack so loudly that it damages and knocks back the opponent. Side Special has him leap in an arc on the back of his white horse. Up Special has him footstool off of Sir Cravenleigh’s trembling body to give himself a boost. Like Sonic’s Spring Jump, using this move in midair sends the cowardly knight falling downwards, acting as a projectile for any foes below him. Down Special places a rope trap on the ground which sends a large stone block hurtling down onto the head of the first enemy who steps on it. Breakfast Breaker creates a huge glowing target on the ground in front of the king, which he can remotely control to slide it across the floor. Once the player is satisfied with the positioning and hits the button again or a certain amount of time passes, the king’s followers let loose swarm of piercing arrows to bombard the indicated area.

 

 

Post DLC

22. Sugar Bear (Sugar Crisp)

Basic attacks are punches. Neutral Special is a chargeable slam, with charging affecting how long he spends rolling up his sleeve and winding back his arm before striking, increasing the damage and knockback. Side Special is a grab where he reaches out to take hold of the enemy, spins them in circles like a twister, then flings them away. Up Special has him pole vault to propel himself in an upwards arc. Down Special is a counter. Upon being hit in this stance, he roars “Unfair!”, transforms into Super Bear to tank the attack, and retaliates with a massive haymaker. Breakfast Breaker has him start singing his theme song while strolling around at a sort of relaxed power-walk pace. While in this state, he can walk on walls and ceilings, and invincibly destroys or no-sells any and all obstacles in his path, even ones that would normally instantly KO him. Upon making contact with an enemy fighter, he automatically delivers a powerful, unblockable uppercut.

 

23. Crazy Craving (Honeycomb)

Basic attacks are acrobatic kicks and body slams. Neutral Special is a bite like Wario’s, mashing the attack button to chew the enemy up before spitting them back out. Side Special is a spinning skateboard manual attack. Up Special has it hold an electric mixer aloft, carrying itself upwards by the strength of its whirring beaters and mashing up any enemies who touch the out-of-control appliance. Down Special is swinging a piece of Honeycomb from a string like a hypnotist’s pendulum, putting nearby enemies to sleep for a brief time like Jigglypuff’s Sing. Breakfast Breaker has the creature think about Honeycomb so much that it enters a flying frenzy, spinning and pinballing around the stage at incredible speeds ala Super Sonic.

 

24. Krinkles the Clown (Sugar Rice Krinkles)

Default skin and his associated stage are completely monochrome, replicating the look of his old commercials. Basic attacks are slaps and kicks. Neutral Special has him swing a comically oversized spoon. Side Special has him do an exaggeratedly exerted running charge to barge through foes. Up Special has him look down and honk his nose with such force that he launches himself up. Down Special can be held to have him burrow straight down into the ground, leaving a miniature barn with a rooster on top to mark where he is. After either a brief window of time passes or the button is released, he pops back up, shattering the barn and headbutting any enemies standing above his spot. The invincibility granted to him by being underground is offset by the cooldown between uses of this ability. Breakfast Breaker is a counter. When hit, he rears back dramatically, then sways forward again and presses the barrel of a pistol against the enemy’s face. The gun is only a flag gun which reads “Greatest Cereal Treat On Earth,” but firing it is still enough to send his foe flying, which cracks him up.

 

 

Weetabix DLC

25. Dunk (Weetabix)

Basic attacks are punches and stomps. Neutral Special fires his W-Squad machine gun in a 3-round burst. Side Special is a grab where he takes hold of the opponent by the collar (or the approximate area where a collar would be if they’re not wearing a shirt) and deliver a furious flurry of blows. Up Special fires a Weetarocket straight up, which he can optionally ride on, though this carries the risk of being caught in the explosion at its end destination. Down Special has him raise a machete up over his head before swinging it down in front of him, with charging increasing the amount of time he holds it up and the damage the chop deals. Breakfast Breaker summons Brian, who says “Okay!” as he unfurls his scarf and throws it out in front of him like a lasso. Any opponents it touches are dragged in close just as the rest of the gang arrives to back them up. Crunch dons a set of spiked American football gear and charges through the opponent(s), sending them flying up into the air in his wake. Brains and Bixie then use their wizard magic and W-Squad revolver respectively to blast them out of the sky. Their foe(s) land in a heap, just in time for Brian to finish them off by tripping on his scarf and rolling into them like a bowling ball, launching them into the distance.

 

26. Professor Weeto 

Basic attacks are wrench swings. Neutral Special fires a heat beam from a ray gun. Side Special uses a portable, complicated-looking apparatus to extend a Crunch Tester mouth on the end of a long, flexible hose “neck.” The device’s chomping teeth can either crunch down on an enemy as an attack or bite onto the edge of a ledge to let the professor reel himself back to safety. Up Special has him blast off into the air via a pair of rocket shoes, burning any foes beneath him with the exhaust. Down Special places a big red Do Not Press button on the ground. The first enemy who steps on it will explode after a short delay, though they can use this pause to their advantage, running towards other combatants to make sure they’re caught in the blast radius. Breakfast Breaker has a giant glass tube descend from the sky, sucking up all nearby enemies like a vacuum. Once drawn into the tube, they’re flung through a complex series of twisting glass pipes full of floating Weetos and squashed and stretched through miscellaneous cartoony machines before being spat back out the other end of the Improved Weetos Machine.

 

 

Stages

  1. Rice Krispies Studio - Rotates between photoshoot studio, band stage, and game show set, all with different platform layouts and littered with dangerous electrical equipment.
  2. Frosted Arena - Final Destination equivalent. Just a flat, standard wrestling ring with no obstacles, traps, or gimmicks.
  3. The Farm - Rapidly growing cornfields temporarily obscure areas of the stage. Constantly rotates through a day/night cycle, with the sun burning any fighters who touch or get launched into it while it’s passing by overhead.
  4. Coco & Co. - Moves between several domed areas that mix natural jungle landscapes with futuristic machinery. The large but fairly slow mechanical obstacles are occasionally worsened by Crafty Croc sabotage, making them unstable and much more dangerous before the animal employees can get them back under control.
  5. Blackbeak’s Island - Swinging vines between platforms on upper tropical island layer. Waterfall obscures the path to a lower treasure cave layer with scattered pit traps.
  6. Raisin Land Vineyard - Giant bunches of grapes that can be attacked to turn them into raisins, which then fall off and bounce and roll along the stage like huge boulders.
  7. Honey Sweet Pond - Portions of the long dock that stretches out over the water can be destroyed to reduce the available safe ground. Cat throws out a fishing line from the distant shore to drag fighters around.
  8. Big Apple - Cars, trucks, and buses drive by at high speeds. Roving crowds of Apple clones damage and carry away fighters.
  9. Krave Dimension Temple - Rubble rockslides fall from the ceiling. Chocolate fountain with idol in the center of the stage applies a defense-debuffing layer of molten chocolate to anyone who gets thrown into it.
  10. The Trix Ship - Lylat-Cruise-style arena on the back of a rabbit-patterned spaceship and its huge attached cargo crate full of yogurt and cereal. Tilts back and forth as it flies through the galaxy of fruity planets from the Trix In Space commercials.
  11. Cuckoo Court - Judge Gramps’ Coco Puffs cause chocolate to spread across different areas of the courtroom periodically, which damages fighters and sends them flying upward on contact like lava.
  12. Forest Of Questions - Tree and root platforms shift locations frequently. Crystal Ball marshmallows can be activated to grant an attack buff, speed boost, or healing depending on the symbol that’s revealed on them.
  13. Monster Mansion - Trapdoors, spinning bookshelves, haunted suits of armor, and monsters that reach out of paintings to attack. All the trappings of a classic haunted house. 
  14. The Treehouse - Two levels, one down on the ground around the base of the tree and the other high above it in the treehouse, with a ladder connecting them in the middle. Hopping milk cartons periodically swarm the ground level, leaving the upper area as the only safe zone and worsening the consequences for being knocked down.
  15. The Hive - Erupting honey geyser leaves sticky, slowing pools of honey in varying locations. Mumbee’s sarcophagus applies curses with random effects if disturbed.
  16. Cinnamon Bakery - Magically floating and self-operating kitchen utensils and appliances act as hazards.
  17. Planet Bazoik - Hostile Flemoids and healing bowls of fruits and vegetables periodically spawn.
  18. Chip’s Workshop - Variety of scrapped inventions to use as sources of mobility, from launching self via giant slingshots and cannons to bouncing on a giant fake inflatable cookie. Hostile Crisp Finder robot spawns.
  19. S.S. Guppy - Rocks back and forth on the waves, resulting in dropping anchors and sliding giant crates. Occasionally Jean LaFoote’s crew fires on the ship, raining down explosive cannonballs from above.
  20. Planet Q & Earth’s Core - Regularly does a Stage Morph transition from one into the other. Planet Q has low gravity, clusters of meteor mites that rain down from above, and occasional sugar showers that provide speed boosts to those beneath the drifting clouds. Earth’s Core has dangerous magma flows, hostile giant creatures like cave cats and rock crocs, and Mother Lode, who occasionally offers a bowl of her son’s attack-buffing cereal for the first fighter who comes to claim it.
  21. Castle Vitaman - Huge, multi-layered stage ala Palutena’s Temple. Basement treasury contains a stockpile of healing Vitaman cereal, but it’s not the easiest spot to get to, especially with other competitors vying for it.
  22. Granny Goodwitch’s House - Granny occasionally uses her magic to completely change the house’s aesthetic and rearrange its structural layout.
  23. Honeycomb Park - Innocuous-looking parkgoers in the background are randomly mutated into Crazy Cravings by stray thoughts of Honeycomb, transforming them into giant-mouthed monstrosities that hunt down and attack every fighter they see.
  24. The Big Top - Typical circus trappings. Swinging trapeze acrobats, ferocious caged animals, and rings of fire to leap through.
  25. Countertop Dance Floor - Warioware-style challenges issued by the music playing from the giant boombox, granting random buffs to those who succeed and damaging zaps to those who fail.
  26. Weeto’s Lab - Wacky machinery hazards. Glass tube networks that combatants can use to send themselves from one part of the stage to another.

 

 

When a fighter snags and uses a Bonus Bowl item, a random minor mascot who didn’t have enough to build a full moveset around will appear and assist them for a short time.

 

Bonus Bowls

  1. Bigg Mixx - Lets out a bizarre, howling hybrid cry, temporarily buffing the attack power of the fighter who summoned him.
  2. Big Yella (Pops) - Pulls out a variety of giant yellow items from his pockets and tosses them as a shower of lobbing projectiles on either side of him.
  3. Cecil the Robot (Grins & Smiles & Giggles & Laughs) - Sits on the stage looking grumpy and unamused for a set amount of time. If a significant amount of damage is dealt to a fighter close to him, he starts laughing, producing a handful of healing boxes of his cereal around him.
  4. Crazy Cow - Floats down from the top of the stage via an unsteady parachute, damaging and knocking away any fighters that the bovine astronaut batters into while swinging from side to side.
  5. Crunchosaurus Rex (Cruncheroos) - NPC assistant fighter, pursuing opponents to attack them with bites and tail slams.
  6. H.T. (Hidden Treasures) - NPC assistant fighter, pursuing opponents to attack them with extending extra robot arms and a retractable head drill.
  7. Kaboom Clown - Hoists up an elephant over his head and tosses it as a giant bouncing projectile across the arena.
  8. Larry (Quaker Oats) - Slowly rises up from the bottom of the stage to obscure a large section of the screen as he smiles and stares unblinkingly at the players.
  9. Linus the Lionhearted (Crispy Critters) - Accidentally creates a stampede of Critters who rampage across the stage as he tries to run away from them, the cereal beasts trampling him and any characters in their way.
  10. Mr. T - Stands and poses. Upon taking any damage, he counters with a dramatic Falcon-esque punch that deals huge damage.
  11. OJ Joe (OJs) - Rides on the back of a wild orange, charging and bucking into nearby foes.
  12. Sharky (Kix) - Reaches out to grab any foes who get too close so he can cram them into his mouth before chewing them up and spitting them out.
  13. Sir Grapefellow and Baron von Redberry - The two aviators have a dogfight duel across the stage, damaging any fighters they fly into in their spiraling aerial patterns.
  14. Sunny Jim (Force) - Strides confidently and invulnerably across the stage, giving any fighters in his path a solid whack with his cane.
  15. Triple Snack Giraffe - Swings and stretches out his long neck while dancing around, punishing any overconfident combatants who think their platform is high enough to be out of his reach.

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