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Dink Smallwood
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Official artwork from Dink SmallWood
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Creator(s)
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The None
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Download
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MediaFire
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Origin
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Dink SmallWood
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Dink Smallwood is the titular character from the action role-playing video game of the same name.
In M.U.G.E.N, Dink Smallwood has been made twice by The None, with his first version being made under his former alias of Most_Mysterious.
Most_Mysterious's version[]
Dink Smallwood is a tall 6-button character who uses for punches and for kicks. His combos are relatively simple but also rather strong in damage, due to The_None having not yet figured out damage scaling at this point in his tenure. Dink's biggest strength is the sheer amount of range he can cover using his normals and specials in tandem, as well as his aforementioned damage output.
His specials consist of a wide assortment of projectiles (sans two) that can be used for various situations; Fireballs are his standard keep-away projectile, with the button strength determining the fireball's speed and trajectory, Someone set us up a bomb operates on a timer indicated by how red the bomb is, and has the property of being , giving him a good option for controlling parts of the stage, though it can also hurt himself. Duck has Dink free a duck that flies ahead of him and deal contact damage to any opponent that collides with it. It similarly is , albeit only while in the air, and the arc and distance the duck flies is dependent on button strength. The duck can also be killed by attacking it, and if so, Dink cannot use it for a few seconds. Rounding off his projectile list is Axe, which has Dink throw an axe like a boomerang. Its controllable trajectory allows it to catch approaches, and it can be controlled even after Dink is hit during it. His non-projectile hypers, Rising Knee and De Palcowa, each serve their own purpose, with Rising Knee's Ⓐ variant being a potent juggle tool and its Ⓑ variant throwing in an extra hit that propels Dink forward. De Palcowa is the only special to not change depending on button strength, and is more-or-less an anti-air option.
By pressing the Heavy variant for each special and having 1000 Power, Dink will instead perform an enhanced version of that special. Fireballs becomes Super Fireball, a multi-hitting projectile that flies straight forward and faster, the bomb in Someone set us up a bomb becomes a Small nuclearity and is stronger and larger, Duck becomes an Big Mother Ducker that sweeps through the screen, Axe becomes a Wacky Axe, that bounces all over the screen before returning to Dink, Rising Knee becomes Carycatomy, having Dink do a beeline upward and dealing damage to any opponent that gets caught in it, and De Palcowa becomes Super F-U, which makes Dink's hand larger and giving it a bigger hitbox as well as making it unblockable in the air, strengthening its status as an anti-air. Acid Rain, while not an EX- of any special, technically counts as an EX-special, and has Dink free a cloud that rains acid drops on the opponent.
Dink's Hypers, which all require 3000 Power to use, are generally mixed in usage: Pancho de Ex-Infernis is a punch that has Dink freeze time to strike the opponent from behind on hit. It is somewhat safe on block. Star Platinum, outside of having nothing to do with stands, is perhaps his most versatile hyper: the star fired off is slow-moving and does good damage both on block and on hit. Deadly Reversal is a that requires the opponent hit specifically Dink's chest to trigger; it is very unsafe in this regard. On landing, it also hurts Dink, though the damage dealt to the opponent is greater than self-damage. Untouchable with stars is best used when up close against an opponent in the corner; the stars are and takes off power from the opponent for every hit. Quad Damage greatly strengthens all of Dink's normals for a short amount of time. His last hyper, Hamster of Vengeance, shares properties akin to an Exceed; it has blisteringly high damage output but the hamster itself is easy to avoid and can simply be jumped over.
As if his strong movepool wasn't enough, Dink also has access to two OHKOs. By pressing Ⓩ+Ⓒ, Dink will trade his existing power bar and power gain in order to perform his two OHKOs. Of them, 40 oz has Dink transform into various different characters, with the final hit being the OHKO part of the move. The move can be outright blocked however for no damage. His other OHKO, Bow Lore, is , and on hit places the opponent in a very lengthy stun period, allowing Dink to ready up a bow. A button press must be inputted while a red reticle is shown in order for the OHKO to occur. If missed, the opponent will simply be left stunned, opening them up to damage regardless of Dink's mistake.
Dink has an A.I. that, akin to other Most_Mysterious characters of the era like Dooby Dummy, is notoriously brutal, frequently putting out projectiles like his Axe and Duck, and using EX Specials and Hypers whenever it can. At lower health, it will attempt to land one of Dink's OHKOs on the opponent, commonly 40 oz.
Movelist[]
Hovering the mouse cursor over the Command Input icons will display text that refers to the inputs set in M.U.G.E.N's Key Config.
Icons encased in square brackets [ ] require the respective button(s) to be held down. Hovering the mouse cursor over the icon displays the hold duration if applicable.
Command Normals[]
Specials[]
Fireballs
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Command Input
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Properties
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Ⓧ or Ⓨ
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Speed and trajectory determined by button strength
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De Palcowa
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Command Input
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Properties
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Ⓧ or Ⓨ
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against aerial opponents
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Rising Knee
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Command Input
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Properties
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Ⓐ or Ⓑ
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Ⓑ version adds an extra attack
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Axe
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Command Input
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Properties
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[] Ⓧ or Ⓨ
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EX Specials[]
All EX Specials require 1000 Power to use.
Super Fireball
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Command Input
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Properties
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Ⓩ
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Small Nuclearity
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Command Input
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Properties
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Ⓩ
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Super F-U
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Command Input
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Properties
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Ⓩ
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Carycatomy
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Command Input
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Properties
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Ⓒ
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Big Mother Ducker
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Command Input
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Properties
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Ⓒ
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Wacky Axe
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Command Input
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Properties
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[] Ⓩ
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Acid Rain
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Command Input
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Properties
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Ⓩ
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Hypers[]
Unless noted, all Hypers cost 3000 Power.
Pancho de Ex-Inferiso
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Command Input
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Properties
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ⓍⓍⒶⒷ
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Quad Damage
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Command Input
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Properties
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Makes Dink's normals 4x stronger
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OHKOs[]
Dink must first use Instant Kill Mode Switch in order to execute these.
40 oz
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Command Input
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Properties
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Ⓩ
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*
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Bow Lore
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Command Input
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Properties
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Ⓒ
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*
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Others[]
Instant Kill Mode Switch
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Command Input
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Properties
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Ⓩ+Ⓒ
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Disables power and power gain until used again
If an Insta-Kill is used, Dink is locked into this mode for the rest of the match
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Trivia[]
- When fighting certain enemies (like the Rox Howard Clones) Dink has Joe run over them or fart Omega Tiger Woods' head at them, which functions in a similar vein to Omega Tiger Woods' Shrimp Bus move.
- When fighting the Most Mysterious' Alex, Dink will appear with muscles for a few seconds.
Videos[]
MUGEN - Mr.Funny (me) & Omega Tiger Woods 2008 vs. Dooby Dummy & Dink Smallwood
RGM MUGEN Jesse Army and Dink Smallwood vs Omega Tiger Woods and Rox Howard Clones
References[]