Super ARC Bros. Brawl Wikia

Moveset[]

XELAWL-Megamixer-Boogie-Woogie---Katsuragi

Standard B - Cross Panzer[]

Katsuragi throws her arms her sides and her head back. Her metal boots starts emitting a green energy that spins around them like a whirlwind, suspending her slightly in the air. Then she charges towards the direction she is facing with great speed and start kicking. If she misses an opponent, then she will only kick once and then return to her normal fighting-stance. If she does hit an opponent, then she will perform a fierce barrage of kicks, ending with her jumping high into the air and slamming her foot down on the opponent. Each of these kicks deals 4 % damage while the last hit buries an opponent into the ground, allowing Katsuragi to keep up the pressure. All but the last kick also makes her move forwards a set distance, after all the attacks have been performed, she have travelled a full “Falcon Kick-distance”. By pressing the B-button just as she is about to land a kick, then she will make that kick deal 7 % damage but it will also cancel the chain all together. As this kick will deal a decent amount of knockback on the opponent. Doing this allows Katsuragi to decrease the amount of time she needs to wait before she can use this move again and prevent her from being open for longer. The recovery-time gets reduced to five seconds compared to the usual eight. As this move can get cancelled by the opponent(s) by throwing powerful projectiles at her from behind. The player is also unable to increase the amount of damage and knockback on the final hit in which she slams her foot from above. Katsuragi can also cancel this move by pressing any of the jump-buttons or the shield-buttons. If she tries to perform this move again before the recovery-time has passed, then she will simply perform her forwards-tilt.

Side B - Katsuragi Tackle[]

Katsuragi raises leg up, takes a breath and then slides forwards while performing a powerful kick, leaving a trail of broken earth in her wake. Just like Little Mac’s Standard B, the player is able to hold in the B-button to increase the distance in which Katsuragi slides forwards. With the maximum distance (achieved after charging for as long as Little Mac’s Standard B), going a bit further than a Falcon Kick. Without any “charge time”, this move will travel as far as Little Mac’s Standard B with barely any charge. Katsuragi is open to get attacked while she is “charging” up this attack. Getting hit results in this move getting cancelled and she must wait four seconds before she can try again. Any opponent that comes in contact with her while she is performing this move will receive the same amount of damage and knockback as getting hit by the Falcon Kick. But if an opponent was hit just as Katsuragi stopped sliding, after travelling the full distance. Then that opponent will receive the damage and get stunned instead of receiving knockback. Thus allowing Katsuragi to keep attacking that opponent if she so pleases. Katsuragi cannot be harmed by any regular attacks while she is performing this move, though she can be stopped if she comes in contact with a strong-enough ground trap. She is also open just as she stops and returns to her normal fighting-stance. Once she has travelled the full distance (regardless of how far it was), she must wait six seconds before she can perform this move again.

Up B - Rising Pervert[]

Katsuragi jumps and performs two powerful somersault kicks that makes her travel upwards a distance close to Fox’s Up B. After she has travelled the full distance, she will fall downwards in a helpless state. This move works a lot like Haruhi’s up Smash-attack in Smash Bros. LAWL and Guile’s “double somersault”. When an opponent gets hit by the first kick, it will receive 6 % damage from it. Followed by an additional 7 % damage from the second kick that also deals a moderate amount of knockback. The player can hold in the B-button to make her crouch down to gather momentum and “charge up” this move. After a second, Katsuragi will perform three somersault kicks before she falls downwards. This variant of the move travels 50 % further than the regular version and deals 6 % additional damage to an opponent, alongside the 13 % it would usually receive. She will fall downwards while she is “charging” up this move in the air. She is open to get attacked from behind while she is performing this move and while she is “charging” up the attack. If either happens, she must wait five seconds before she can perform this move again. Performing this move successfully (regardless if she hit an opponent or not), will result in her having to wait six seconds before she can use it again. This time is increased to eight seconds if she used the “charged up” version of this move.

Down B - Tornado Spindle[]

Katsuragi crouches down and balances herself on her hands. As she does this, she begins spinning around like a break-dancer and creates a green streak of energy out of her boots. Any opponent that comes close to her will receive the same amount of damage and knockback as Dr. Mario’s Down B. Though this move has almost twice as much horizontal range and can destroy most non-beam projectiles if it happens to collide with one of her boots. Katsuragi cannot be harmed while she is performing this move, but as soon as she stopped spinning she is vulnerable. After she has returned to her normal fighting-stance, she must wait six seconds before she can perform this move again. Otherwise she just perform her downwards tilt.

If her percentage-counter is over 100 % when she performs this move, then she will whip up a green tornado while she break-dances. This tornado cover a horizontal area as big as the “regular version” of this move, but it will now be almost as high as Groudon was when he was summoned in Brawl. This tornado will act a lot like the tornadoes on Hyrule Castle, except it deals a lot more damage and less knockback. This tornado can destroy projectiles regardless of where Katsuragi’s feet are, while beam-like projectiles will pass through the tornado and only deal a quarter of its intended damage. Once Katsuragi has stopped spinning, she will strike a pose as the tornado goes away and she returns to her normal fighting-stance. Then she must wait six seconds before she can perform it again.

Final Smash - Dead Screw Dragon[]

Katsuragi stretches her limbs and then leaps into the air while pointing both of her feet outwardly. While she does this, she starts spinning forwards like a drill and releases green wind that covers her entire body. The player is able to control the direction in which Katsuragi moves as she travels as fast as Mario’s Final Smash, all while also being as large. All opponent(s) that comes in contact with her will be dragged along and receive plenty of damage along the way. After five seconds, Katsuragi will drill straight upwards, dragging all the trapped opponent(s) with her. As she performs a black-flip, lands on the ground underneath her and releases a dark green long-bodied dragon from the ground. The dragon will collide with all the trapped opponent(s) and deal a powerful final blow that deals a ton of damage and knockback. This attack will cover an area as wide as Giga Bowser’s punch in Super Smash Bros. Ultimate. Thus it can also damage any nearby opponent(s) that did not get trapped in the drill. Katsuragi will also instantly land on the ground after performing the back-flip, regardless of how long the distance was between her and the ground underneath her. Once the dragon has disappeared, Katsuragi will adjust her clothes, stretch again and the battle will carry on as usual.

Pros & Cons[]

Pros:

  1. She is one of the few characters that has a multi-hitting jab with her continuously kicking an opponent.
  2. A lot of her moves have pretty long range and deal a lot of damage.
  3. Her pummels deal more damage to busty female characters as Katsuragi is groping her breasts.

Cons:

  1. Her overall mobility is slightly slower than most human characters of her size.
  2. She only has the same amount of stamina as Zero Suit Samus.
  3. Due to most of her special moves having the option to get charged up, the opponent(s) can predict them and counter properly.