While carrying it, Rayman won't flinch to weaker attacks, but the keg itself will take damage until it explodes. It will explode on contact, and it can hurt Rayman if it blows up too close. Rather than tossing it at first, Rayman will spawn one and carry it around until you decide to throw it. Be careful though, because Rayman can be hurt by touching it too! It won't stay out for as long as the plum, and any attack will break it right away. Rayman will toss out a spiked fruit with similar properties to the plum, but the spikes cause more damage. On the ground, Rayman will toss it forward, in the air, he'll drop it below him. This can be used to aid recovery, as Rayman can spawn it in the air and then jump off of it, but only one can be out at a time. Functionally similar to Pac-Man's Hydrant, though you can ride the plum until it disappears. Rayman spawns a plum that will bounce around the stage. Rayman can use his helicopter hair out of it to slow his descent, but he won't gain any height. Rayman dons the helmet from Rayman 3 for a quick burst, this gives him the highest vertical distance and damage, but after hovering for a short while, Rayman will become helpless.Ī Purple Lum appears and Rayman swings from it for horizontal distance. He won't be left helpless after using the move, and can even fire projectiles while hovering. Rayman has high control and can keep hovering downward with the move, similar to Peach's parasol. Rayman spins his iconic mop of hair to gain upwards momentum. If the rocket doesn't meet a target, it will sputter out and fall after a set distance, with a weaker explosion. Rayman will stand in place during this move, like Snake's Nikita, however it can only be angled up or down, and can't be turned around, though the angles are sharp and can change continuously. Rather than grabbing, Rayman will fire the Shock Rocket, which will always do the same amount of damage. The initial launch of the Lockjaw can be angled slightly. Pressing special again will reel enemies back in, and Rayman will send them off with a kick. Rayman tosses out a Lockjaw that will latch onto an enemy and cause continuous electrical damage until they shake it off. In the air, Rayman will toss enemies downwards, but the grab has shorter range. On the ground, Rayman will grapple enemies back towards him, allowing him to use any of his throws or pummel. Rayman will toss out a long ranged command grab. Functionally similar to his forward smash. Not a projectile, Rayman can toss out two of his fists quickly, or charge up for one powerful punch. Cannot be absorbed by Bucket/PSI Magnet, can be reflected. Has less range and power, but can trip up opponents. Can be absorbed by Bucket/PSI Magnet, can be reflected.įires a tornado instead of energy shots, these can be charged but can't be fired as rapidly. Ricochets off walls twice before exploding on the third impact. Throws the enemy behind himself and then kicks them away.Ī projectile that can be fired off rapidly, or charged for a more powerful attack.
Slams the enemy to the ground and then slams himself into them. Spins his hair and tosses the enemy onto it, stunning them in place for a moment before launching them upwards. Spins around and tosses the enemy away, similar to Mario's back throw. Rayman has great range when grabbing due to his lack of limbs, he will throw out a fist that grapples opponents. Quickly throws himself downwards and slams into the ground. Kicks up into the air, hits below then above. Swings both fists down, causes a spike if sweet-spotted. Spins around and kicks as he jumps to his feet.Ī sweeping kick from back to front, hits on both sides and below. Hops up from the ledge with a sweeping punch. Slam Punch: Rayman slams the ground with heavy force, kicking up damaging dust around himself. Wind-up-percut: An attack similar to his forward smash, Rayman charges his fist for an upwards strike. Rayman can hold the charge and run around with it until the attack button is released.
Windup Fist : Rayman's classic attack, he charges his punch by spinning his fist around before launching it out for a powerful strike. Spins in a tornado fashion while thrusting his fists out for a multi-hit attack. From Origins/Legends.Ī low, sweeping kick that can trip enemies. From Legends.Īn upwards jab combo, same right punch, left punch, strong finish. Runs and attacks, similar to Mega Man's tilt. A short, quick jab with his right fist, then his left fist, finishes with a strong, medium ranged right swing.