I like Regigigas.
Worlder Ash likes Regigigas.
Working on it individually didn’t quite feel right.
Regigigas (will often shorten it to Regie) has been a character I’ve properly had on my radar since the Twilight Wings event, and even well before that it’s always been someone I’ve wanted to talk about. Not only is it one of my favorite ‘mons who actually can work well as a Smash fighter (sorry Kyurem and Serperior, you’re a bit too difficult to work with), not only is it among the biggest of the bois (if you know me, you know I adore superheavies), but it even has a super fun ability that cripples it in the source games but has SO much potential in Smash? Sign me right up pretty plz cherry on top too
Anyways, after realizing I’ve rather missed making collabs with other Amino bloggers, I asked Ash if we could pull out the old idea we talked about months ago and properly finish it, to which he agreed. Unlike certain collaborations I ended up writing the full blog, but the exact details came from both of us throwing ideas around until something came up we both liked, meaning that a bunch of the concepts I’ll be discussing definitely are not mine. I’d wager the amount of “my” moves and “his” moves divide roughly 50/50, and with some additional re-balancing making the move pool pretty equally split between us.
It was a really fun process, and I was glad to work with him once more. Perhaps in the future it might happen again with him or someone else, but I’m currently uncertain. We’ll see how things play out.
…I’ll just explain Regigigas down below anyways, so how about we move on?
Hopefully our dual efforts satisfy more than just our meme dreams.
A DAEHY AND ASH COLLAB
REGIGIGAS

Purpose/Playstyle:
Now, there are a couple of notable things to cover about Regigigas and how he should be designed as a playable character in… anything. Slow Start is the primary one, but I’ll go more in-depth into that in the gimmick section, so I think a good way to start is an overview.
Straight to the point, Regie is going to be one of if not the biggest, heaviest characters in the game, and while he’ll follow the expected formula of that archetype (long range, brutal power, and a heavily oppressive feel in gameplay, but a large stature and slow speed will definitely cuck him in the long run), there’ll be a few fun quirks thrown in here and there to mix things up, give Regigigas a few tricks up its non-existent sleeves, and possibly give many opponents migraines.
Even without the gimmick, I believe we’ve come up with a relatively interesting take on a heavy – while the slow speed of some of Regi’s techniques make them border on impractical (so you definitely won’t just be mindlessly throwing things out), I’m not going to sugar-coat the fact that this character has some bullshit. Think of Sephiroth’s N-Air, but it’s almost twice as big. Think of ground attacks roughly the size of DK’s Down B. And, of course, the occasional utility throw in such as a way to just never worry about projectiles… No big deal. While it does commit a little harder to the traditional weaknesses, the strengths it should bring to the table may force the opponent to approach the situation in unexpected ways.
But with the gimmick, there’s another layer thrown in to spice things up.
…I’ll just let you read it in the next section, it’ll tie back to the playstyle.
Gimmick: Slow Start


Regigigas in the source material is an interesting story. Back in the days it was first revealed, the stats it had were INSANE, it’s fast, it kills you faster, it has the defensive stats and health to back it up, and fittingly it was terrifying to wake up… yet it has one downside. One massive, crippling downside.
Slow Start is fine on paper, to balance out Regi’s obscene strength it takes some time to get going, you had 5 turns against it to do what you could before you should probably kiss your ass goodbye. But 5 turns are soooo loooooooooooooooooooong. If you’re actually on equal footing as the giant and not fighting a boss fight, chances are you can do everything you need to it before that time limit hits; and in competitive battles, where the opponent doesn’t need to worry about catching it… sucks to suck, apparently. That’s not even mentioning swapping the poor thing out, which for some reason resets the timer. This one singular ability that has become completely obsolete anyways given the modern generations’ love of making even more broken stat-wise legendary Pokemon without downsides, leaving Regi in a terrible spot if the format doesn’t allow for some serious cheese for getting rid of the ability.
Yet the concept remains really interesting to me, especially outside of a context where a good team should be killing things within 3 turns max anyways. Think about it, a timed fight where the opponent is weak and vulnerable for a while at the start, but if you let them live for too long, they suddenly become far stronger and far more difficult to deal with. That’s inherently pretty fun to mess with.
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I won’t spend too much time on behind-the-scenes stuff, but coming up with exactly how to implement Slow Start gave us a few pathways to take. The “classic” one (and one that way back in the day I saw and loved online for another Regie moveset, kudos to that one Smashboards post) is the idea that it turns on and off again on a timed basis – for example, you have about a minute where Regie is a sub-par heavy, but afterwards for a period of time, it becomes an absolute nightmare until Slow Start works again. And the other option was to make it reoccur every stock, encouraging surviving for as long as possible to get the most mileage out of it. Both are fun ideas that we could have used, but our preferred method (and the used one) seems better.
Instead, we’re going raw from the original material: during the start of the match, Regigigas is significantly weaker and slower than it should be, moving along the same lines as what you’d expect from the likes of Dedede and Ganon, and using attacks will also deal less damage and knockback. While this effect is active, a thin depressing aura of shade will surround Regie to indicate it is not getting it going.
And it’ll be a rather lackluster character in the grand scheme of things. Sure, the opponent is still being clobbered by a massive ancient golem, and it’s not useless in any sense of the word. But as you can tell from Ganondorf, being slow is not good, and his strength isn’t even THAT good to compensate; both offensive and defensive maneuvers will be difficult, and you’ll generally be easy to dance around as everything you have is pretty committal. So, how long does this crippling effect last?
Two minutes.
Quite a while – Waft takes a full minute and fifty seconds to charge, so think of that yet even longer. If you’re facing a particularly skilled opponent and can’t handle yourself, it’s fully possible for you to lose within that time without even getting out of your rut. And that’s pretty bad.
But once that timer wears off… Regigigas will lose the aura, and that’s where things get real. Once the coffee has been consumed, Regie’s speed will drastically increase not just in movement speed but also certain attacks, along with a much-needed boost in strength on pretty much everything. Unfortunately, even in this state it’s probably not as good as the best characters in the game, even as an arguably better Bowser the traditional heavyweight downsides will probably continue to keep it in check. But at the same time, if this thing touches you once or twice, you’re not going to survive the next one, and boy howdy does it have ways to touch you.
If you’d like specifics, I’d say Slow Start moves are usually probably about 0.75X the strength they otherwise are in both knockback and damage, meaning that getting hit by this character is REALLY not good for your health once it gets going (even before it gets going with certain moves). One or two moves are affected in a unique way strength-wise, but we’ll get there when we get there.
Oh, and as I teased earlier, it has some… fun… ways to screw with the opponent and make its life easier. But you’ll just have to wait and see for those.
As a side note, if a move changes based on Slow Start being active or not, I’ll mention it in the move’s description. But if I don’t say anything about it having differences, just assume it is completely the same.
Stats:

Exactly how does this character work? Stats are pretty important to cover, especially in this context.
Constants:
Some stats remain the same throughout the entire match, for better or for worse.
Regigigas’ size ended up breaking one of my old rules regarding height – naturally, we wanted to preserve the fact that it is a massive golem while keeping it reasonable as a playable character. But we also wanted to make it the biggest character in the game… which we ended up doing.

Good ol’ Regie is quite the imposing figure when it clips through the Battlefield platforms (something I’ve avoided doing in the past) and is roughly as wide as Bowser. That extra size also leads to it taking the title of heaviest character in the game with a weight stat of a whopping one hundred and forty units, five heavier than Bowser and FORTY TWO units heavier than Mario. Naturally, those stats are a double-edged sword; on one hand, your reach is inevitably going to be massive and you’ll just absolutely refuse to die, but on the other, you’re a buffet for combo characters, and good luck dodging attacks.
Your jumps and fall speed also remain consistent. In the case of the former, Regigigas has some pretty decent ones: an above-average ground jump and only slightly below average air jump, meaning it can chase you vertically pretty well in exchange for not being amazing offstage, which is perfectly fine. For the latter, it obviously falls like a rock – once gravity fully kicks in, the maximum regular fall speed will be somewhere between Fox’s and Little Mac/Dedede/Plant’s (taking the spot of second fastest), but have a fast-fall speed identical to everyone’s favorite Shine . Again, two sides to this – you’re going to be juggled for hilariously long periods of time, it will absolutely contribute to the combo issue, and recovery might be a bit more painful, but reaching the ground quickly is very easy and will also make Regigigas the hardest thing in the entire game to kill upwards.
Normally when I say that, I indirectly but obviously keep Shield Shulk out of the equation. But in this case, Regigigas is so heavy and falls so goddamn fast that there’s a very solid chance that if you launch Shield Shulk and Regigigas upwards with the same move, Regie will die later. Sideways, the stubborn bastard with a sword will probably still live slightly longer, but upwards… falling speed + weight is fun.
Speed:
The strength of Regie’s attacks are directly attached to the moves, and is in general pretty easy to cover generally (it’s roughly a 0.7X multiplier in power on the unaffected moves), but the speed requires more specific stats.
You’ll be seeing Regigigas in Slow Start pretty often so I think it’ll be best to cover the slower speeds first… actually, let’s make it a game.
Guess how fast Regigigas runs. It can either be a character’s run or walk speed. Give it a guess, then scroll down to see how close you were.
Ready?
It’s 1.1. Ridley’s walk speed.
Incineroar’s run speed is 1.18 for context. Regigigas is going absolutely nowhere when it runs, I would have made it a perfect 1 (Mii Gunner’s walk speed) but that’s ittedly reaching a point where it probably wouldn’t be satisfying anymore.
The other stats are not any better, it has a pitiful 0.8 air speed (which is worse than Ganondorf’s but still not as pathetic as Dedede or Luigi), and you’re just not going to go anywhere if you don’t run since it has a walk speed of 0.5 which is by far the worse walk speed in any non-64 game (and I’ve never played that game so I don’t know if they’re actually slower or if the units mean less).
Buuuuuuuuuuut, once Slow Start wears off, Regigigas becomes quite scary in these fields as it gains a MASSIVE buff. The walk speed will only increase to about Samus’ (1.115), but air speed will increase to Wario’s (1.271, really good) and its run speed will double, turning into the same as… Ridley’s run speed, amusingly enough. Even if that doesn’t sound impressive, that’s a top 10 run speed, and moving around will not be an issue for you at all.
Hell, you’re outrunning Bowser both on the ground and in the air, that’s ridiculous.
Anyways, with that information out of the way, let’s get down to business.
Moveset:

Grounded Attacks:
Jab:
Regigigas does a simple quick(ish) punch forward, followed by a second with the opposite hand if you press the button again. Has very long reach (would probably outreach something like Byleth F-Tilt but not F-Smash), isn’t that slow, and is pretty safe on shield, but is far from spammable and isn’t a dist, meaning you can be punished pretty hard for extending your hurtbox.
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Jab is a decent place to start off with some of Regie’s recurring strengths and weaknesses. On paper, this move is pretty stupid, I’d estimate the startup for the first hit is like Frame 8 at worst (pretty quick for its range), being safe on shield is huge because it means you can poke pretty easily without worrying about that too much… and I never said it was weak. It wouldn’t kill EARLY perse but decent damage and knockback would make this move something to pay attention to. Pretty great against grounded opponents, right?
But at the same time, a rough example of the animation I visualise it using would be Bowser’s diagonally downwards punches… and that doesn’t make this move good against aerial opponents. And if you’ve played enough Ultimate, you’ll probably know people love to run in and shorthop/regular jump F-Air a lot, which this move would NOT be good against. It would also be risky to just throw out constantly if the opponent isn’t within range or can easily avoid it, as Regigigas’s outstretched limbs are never dists; I wouldn’t be surprised if a predictable Regigigas got D-Smashed at range Piranha Plant style for their troubles.
Overall a pretty good move in the situations it should be used in. But be careful ing it, it has counterplay and Regie likely has to rely on other options to deal with that.
Forward Tilt:

Regigigas raises an arm into the air before overhead slamming it into the ground. Acts a lot like a semi-Smash Attack, not fast at all but will decimate opponents if it lands and deal hefty amounts of shield damage if they try to block it (would probably break roughly half-damaged shields), but the startup and endlag are problematic.
Once Slow Start wears off, F-Tilt acts similar to Jab and allows Regigigas to press the button again and slam down its other arm. This second attack is just as strong damage/knockback-wise as the first, but when combined with each other will ALWAYS break shields if both hits connect. In exchange, while the initial startup of the second hit is relatively quick, the endlag is significantly worse than the already sluggish first hit, making the move highly committal.
Additionally, the endlag on the first hit is slightly reduced, making it safer against shields (but it’s still not great if you whiff…).
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With Slow Start active, this move is not very good. Sure, the opponent just kind of dies if they get hit by it, and the range isn’t terrible (less than Jab, but given the massive arms, it’s still probably like a swordie attack), but it’s just slow to use and very punishable if the opponent shields or just plain avoids it. The downsides outweigh the upsides quite clearly, especially when you have better options when you want to kill people.
But some fun things start happening once that second hit is available.
This move is… still not good if the opponent isn’t within range, I’d suggest sticking to other moves (Jab’s not a bad idea) in that situation. But if they’re up close, shielding this move is a BAD idea. But not because it just instantly breaks shields – in fact, the second hit at the absolute fastest would purposefully be juuuuuuust slow enough to let an opponent parry, dodge, or jump it. Only if they are either buffering or mashing that option given the extremely small window, but a window that is.
It’s instead a really scary mixup because Regigigas doesn’t have to do the second hit, but it can. And with the buffed endlag of the initial hit, if Regigigas knows you’re going to dodge, it can absolutely continue the pressure with many other options. If they roll away, use something lengthy. If they spotdodge or go for a parry, delay the second hit to throw them off. And of course, if they roll behind you, there’s plenty of things you can do there. If they keep shielding… you know what to do. Even jumping, which you aren’t great at countering, still puts them in a disadvantageous situation.
And of course, if they get hit by either attack, it’s still F-Tilt, they’re probably going to die at like 80% near the ledge and not much later elsewhere.
Obviously, this system isn’t flawless, Regie has to read the opponent to get an optimal punishment and if you botch it you can get punished pretty hard. But this situation is still really scary for all of the reasons I’ve listed above, and the simple potential it has must be pretty worrying for the opponent. And all anyone needs is a bit of fear to get the opponent panicky…
Up Tilt

Regigigas reaches down and pulls a rock out of the ground. Don’t ask how it does that on stages where it wouldn’t make sense, it just can.
Anyways, once it has a rock, it will then sharply raise it as high into the air as it can with one hand, and crush it hard enough to send small shards all around it in a small radius. The move acts similar to a taller and slower version of Roy’s Up Smash, launching opponents up into a multi-hit lingering finisher. However, it has a large amount of endlag, isn’t as strong as other moves in the kit knockback-wise, and is HILARIOUSLY unsafe if the scooping hitbox whiffs or is shielded.
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Regigigas was a pain in the ass to come up with upwards moves for, we really didn’t want to do any generic claps or punches upward most of the time but it was hard to come up with anything else. That did end up creating some fun ideas later and lead to this being a reference to a card Ash likes though, so it wasn’t all bad.
As for the actual move, this is purposefully not that good. It’s not terribly slow, deals tons of damage if it fully connects (it’s like 18%), and I guess the tallness can be a factor (probably rivals Sephy U-Tilt), but the actual anti-air part is even slower than the scoop which would make landing it pretty hard, it wouldn’t normally kill until the 150s even with Slow Start inactive, and as I mentioned, you’re asking to die if this thing whiffs or even gets shielded.
Regie isn’t a very good anti-air character and that’s intentional, you’ll be focusing on punishing opponents as they try to land more than trying to get them while they’re above you. So keep that in mind with this move and some future ones.
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Oh, and this is mostly irrelevant, but while it’s never a factor most of the time as the scoop doesn’t link into it nor does it land often, Regigigas raising its arm is a unique hitbox that slaps people already in that area spretty hard, it won’t kill very often but when it does it’s hilarious and can otherwise be decent for putting the opponent in a bad spot offstage if this happens close enough to the ledge, since it slaps them directly sideways.
There’s no reason to go for this rather than Up Smash in a platform tech situation where you’re below them, but it’s pretty rude and quite funny if it works.
Down Tilt:
Regigigas extends a hand as far forward as it can while grabbing, acting like a command grab. If unsuccessful, its arm lingers there for a moment, completely vulnerable. If successful, Regigigas snags the opponent by the legs and overhead slams them behind itself (think Hulk), with varying effects depending on where this happens.
If the opponent is slammed into the ground, they will take a hefty amount of damage but not take much knockback, too much to combo off of (combined with the move’s endlag) but not enough to kill until percentages similar to U-Tilt. If Regigigas is near a ledge and the opponent doesn’t hit the ground, they will instead be spiked hard enough to instantly kill pretty much anyone at ~30% on most stages, but not take much damage (only about 5%).
This move is kind of quick when Slow Start isn’t active, but is pretty slow when it is and has a significant amount of endlag no matter what, combine that with the outstretched hurtbox and you are not in a great situation if you whiff. But hey, it goes straight through shields.
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Rule of thumb when fighting Regigigas: Stay away from the ledge.
Just don’t be near offstage. Just don’t. It’s a bad idea if you are.
Further into the stage, this move isn’t that bad. Other ground moves will probably come out faster provided they aren’t slow, so it won’t be great up-close (Regie still has solid range, but you should just fight it with that in mind anyways), and even at longer ranges you have better poke moves. It is similar to Mii Brawler’s Suplex in the fact that it’s a command grab that just decimates you damage-wise though, so it’s always on the table… just not a great kill move.
But I don’t really need to delve into the details of the fact that you just instantly die if Regigigas snags you while its back is next to the ledge. If you’re the opponent, just don’t be near the ledge, be VERY careful of the grab, and watch out if it goes for a neutral getup.
And , shielding does not work. Do not shield and think you’re safe.

Forward Smash:
Regigigas winds back and punches as hard and as far as it can forwards, can be angled so the punch nearly scrapes the ground or punish most ground jumps at range. Comparable to K. Rool’s in animation and angle, is better in range (MASSIVE range, mind you) and strength, but is even slower in endlag + startup, as well as leaving Regigigas’ arm outstretched for far longer, which you already know the downside of.
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If this blog is overwhelming you a little bit, this move’s a bit of a breather, as there isn’t much to talk about. It reaches far, deletes people on , but is also super risky due to the high frame data. It’s pretty self-explanatory, but there’s nothing wrong with a simple move every now and then.
Up Smash:
Regigigas raises its hands slightly above its head and begins to charge, creating a massive crackling ball of energy above it before pushing its hands together, causing it to implode. Comparable to Steve’s magma block, but WAY bigger (probably roughly 2X the size of it in a circle), stronger, and laggier… along with lacking any form of scooping grounded hit.
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The main problem with this move is not how committal it is, because that commitment is balanced out by the fact that this move is a borderline ridiculous anti-air – it’s massive and feels like it lasts forever, making it extremely difficult to avoid in the times you have to avoid it, even with an airdodge. You also once again just die if you get hit by this, so that’s definitely a plus, along with the fact that it’s even better than Ridley’s U-Smash at platform tech situations because zero timing or prediction is needed whatsoever to just harshly punish people for getting stuck in that situation. You just aren’t allowed to contest with this move if you’re approaching it from the air, don’t even think about it.
But this move completely lacks anything that can hit grounded opponents, not even a scoop hitbox like most upwards multi-hits. Yeah, Ganondorf and other Regies will probably get hit by it but that’s just because they’re tall as hell… against anyone else, if you throw this out and they aren’t in the path of destruction, you’re boned, plain and simple. And there is HELLA endlag on this move, it start a little quicker when Slow Start wears off but that’s really not going to help you much.
Pretty simple move. If you’ve been paying attention, Regigigas has a bit of a blind spot directly above and in front of him where Up Tilt isn’t great at covering and U-Smash is far too committal to just throw out in the hopes the opponent is a big enough dumbass to leap into it (but don’t let that stop you if you like that kind of strategy). Keep that in mind while playing, as despite U-Smash’s decently quick startup (it’s only like Frame 12, roughly average/good for U-Smash startups), this a very risky move.
Down Smash:

Regigigas turns to face the camera and stomps downwards after a brief moment, creating a large shockwave around itself. This shockwave is quite strong and wide, but the hitbox is very thin, only hitting opponents who are extremely close to the ground if not touching it. It also does not extend far past the ledge regardless of how close you are to it, so while it’ll always 2-frame, it won’t hit anyone who isn’t touching or nearly touching the stage.
Something important to note is that Slow Start greatly affects the effectiveness of this move. The slightly lengthy startup (think something like Ridley D-Smash) remains constant, but the endlag is a little shorter when Regigigas is at full strength. Additionally, the range greatly differs – during the start of the match, the shockwave is still respectable but only about as wide as K. Rool’s D-Smash shockwave. Once SS wears off however, it grows to be slightly wider than DK’s Down B, covering a MASSIVE part of the floor.
This move is the weakest of the 3 Smashes by a significant margin (only killing around 120%) and doesn’t compensate much in the lag department, but the massive range is a pretty big deal.
hehe get it “big” hehe
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This move is stupid. This move is also one of the moves I was most excited to share, perhaps you can see why.
During the beginning of the match, this move is extremely similar to Charizard’s, the main difference being that it’s slower, kills later (it always sends opponents upwards too so it’s not great for ledge coverage), and the range boost doesn’t make up for it much. But WOW is this move dumb when Slow Start isn’t bothering you anymore.
The simple fact that this is Donkey Kong’s ground slap exchanging a bit of speed and combo ability for the power to kill people with THAT range (slightly bigger, in fact) is really scary in a variety of situations. Roll towards Regigigas and you’ll get hit. If you spotdodge anywhere near it and it times D-Smash correctly, say goodbye to your feet. RETREAT WITH ROLL FROM A EVEN A SLIGHT DISTANCE AWAY and you’ll get hit, not even F-Smash does that. Not to mention how easy it is to cover landings with this nonsense, they could be the most mobile helpless faller in the game and you can just sit there, charge D-Smash, and wait for them to reach the ground.
Sure, this move isn’t absolutely fantastic, the startup is significant enough that it’s not hard to shield this in neutral and you aren’t getting quite as much reward with this move as you are with other ones. Whatever. But like… DK slap that deals a ton of damage and can kill you if you’re around 100% because rage exists. This move doesn’t even need to be good, this move doesn’t even need to be used often, it’s just that it’s THERE and the opponent has to respect your space.
Just watch out for people jumping, if you get baited that’s your fault.
Dash Attack:

Regigigas stomps forward, creating a respectably-sized shockwave slightly behind it and a decent distance forwards. Not that remarkable strength-wise but it’s not slow for once and it’s still decently strong damage-wise, in exchange for still keeping the ever-present problematic endlag.
Like the obvious reference we pulled from, Regigigas also has the ability to cancel this move into other grounded attacks or itself, up to five times if you keep using D-Tilt. You can chain the first 2 stomps quickly enough that the opponent will have too much shieldstun to act out of it without getting hit (also dealing quite the bit of shield damage collectively but not much by themselves), but by the third one a gap similar to F-Tilt’s appears and only gets longer the more stomps you use. Additionally, the more stomps you perform, the longer the endlag the last move in the chain will have (so if you stomp 4 times and then D-Tilt, you’re not going to be able to act for quite a while)
Landing all five stomps in one go will break any shield, but good luck doing that.
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This is mostly Ash’s idea but I got way out of hand when balancing it for the blog. Our sincerest apologies if this is TOO stupid.
Sorry not sorry if it’s only mildly stupid though.
So, you have a decently quick move that doesn’t combo into itself but can cancel into any ground move, including itself. What makes it NOT scary is that Down Tilt itself isn’t actually that bad to get hit by, it deals less than 10% and only kills at percentages where you’d be dead against most of Regigigas’ kit anyways. What makes it scary is… everything else.
F-Tilt is worrying because you can’t continue to shield it or else you die, you can’t stay in place because the delay is an option, and if you try to roll you might meet your early demise. Dash Attack is worrying because it’s a quick move that cancels into pretty much anything else in your kit other than aerials, which doesn’t just mean F-Tilt’s crazy shield damage (~3 stomps and an F-Tilt will probably break shields, 2 stomps and F-Tilt if it was damaged beforehand) which doesn’t just mean a potential hard read into F-Smash, and doesn’t just mean jump can suddenly be potentially hard punished by Up Smash… it means D-Tilt is an option, and that goes through shields. On a move that doesn’t really give you time to react to what Regigigas is going to do next.
dedede forbid you’re getting your shield pressured while regigigas’ back is to a cliff
You get the idea.
It’s similar to F-Tilt’s versatility turned up a few notches, balanced out by a couple of things. For starters, this move does not have good range – on any other character it’d have fine range, but it contrasts kind of hard with the rest of Regie’s gameplan (which is to sit just outside of your range and slap your shit with the long arms) because you have to not only be right up close with the opponent, you also have to run at them, regardless of instant Dash Attack. Good luck getting that close to the opponent while Slow Start is active, and even when it wears off it’s not easy for you to just waltz in.
Additionally, it’s super committal. That lag stacks up the more you try to throw the opponent off, and if you mess up you’re going to eat dirt the harsh way. And of course the same core design as F-Tilt applies – as good as all of these things are, a read is still required for maximum success. It’s not required for making your opponent shit their pants temporarily, but you do kind of need something to back up the fear in the first place.
And finally, don’t forget that the opponent CAN just get hit by D-Tilt as a non-optimal but still satisfactory escape, as you can’t do much when that happens at higher percentages. Sure they’re in disadvantage but it’s better than getting their shield shredded or being forced to continue fearing a random event like getting F-Smashed and dying.
Aerials/Throws:
...shit, uh...

The blog got too long again
I was really hoping the blog wouldn't get cut off, I don't like making two-parters when it doesn't have to be one, but I pasted it into Amino and the wrap-up (basically very last few paragraphs) got cut off. Ah well.
Go read the next part.
Comments (15)
Screw a gen 8 rep, we need Regigigas
Slaking moveset when?
That would be a delightful challenge.
Regigigas is in my top 3 favorite pokemon and I'm glad u made this. Even if Regigigas ever gets in smash and is an assist trophy i will be happy
Hey! I helped with this! Like it or else I’ll cru
I liked this purely because Regigigas is my absolute favourite Legendary.
Regigigas is my favorite too
Same
Though the Regis are in the group of my all time favorites, not just favorite legendaries.