Earthworm Jim
First appearance: Earthworm Jim (1994)
Bio: Once an ordinary garden earthworm crawling through the dirt in Texas, he was changed forever when a cybernetic super suit fell from space and landed near him, providing him refuge from a divebombing crow. The atomic particles of the suit had a dramatic effect on his wormy flesh, evolving him in an instant into a sentient 6 foot long worm with an elastic body and allowing him to control the suit with his tail. He was learning about all the gadgets in his suit when a giant talking crow landed nearby, speaking to someone on the radio about having lost the suit, and mentioning a princess in peril. It sounded like evil was afoot, and Jim had just evolved an innate sense of justice, so he hopped on a jet turbine located in the suit's pocket and chased after the crow into space, beginning his adventures as a savior of the galaxy and all-around super heroic friend of man and cow-kind.
Stats
Weight: 7/10 (Heavyweight. He'd be on the exact borderline between Ganondorf and Bowser Jr. The new median character between the Heavyweight and Super Heavyweight class)
Walk Speed: 7/10 (About the same as Wii Fit Trainer)
Run Speed: 7/10 (Ditto)
Jump Height: 37 (Exactly the same as Samus)
Fall Speed: Medium-High (About the same as Donkey Kong)
Size: 7/10 (Somewhere in the ballpark of Ganondorf and Charizard)
Crawl: Yes
Wall Jump: No
Wall Cling: No
Tether Grab: Yes
Unique Trait: Jim's guns all use ammunition, which is indicated by a gun icon near his stock counter. This gun icon represents ammo with a number next to it, starting maxed out at 1000 (one thousand) ammo. His ability to do certain attacks are dependent on how much ammo he has, and if he doesn't have enough, he will either do a weaker version of the attack, or won't do the attack at all. Ammo refills itself gradually.
Neutral Special: Mega Plasma
Blasts the opponent with a burst of Mega Plasma - an explosive, elongated, VERY fast fireball. Can be held down to aim aimed in all directions, otherwise aims forward by default. Each Mega Plasma blast costs 300 ammo. If he doesn't have enough ammo when he tries to perform this attack, his gun will fizzle out a very weak and tiny spark that burns the opponent but doesn't knock them back far at all.
Side Special: Home-ing Missile
Jim fires a house-shaped (or rather, "home" shaped) missile that travels in a circular and dangerous arc. It is a very fast-moving projectile and tracks the opponent, but it is possible to make it miss and slam into a wall. Costs 200 ammo.
Up Special: Heli-head + Snott Parachute
Jim spins his head around like a helicopter blade and ascends into the air. After running out of steam, his buddy Snott deploys from his knapsack and turns into a parachute to allow him to gently glide around.
Down Special: Tactical Cow Drop
Jim blows a whistle on his fingers and a shadow appears over him with a whistling noise. A cow falls shortly after. Jim can move out of the shadow to make the cow fall on the ground in front of him, or he can stay in the shadow to catch the cow and use it as an item. The cow is a deadly projectile to anyone who gets hit by it as it falls, and it can spike in the air, much like Pikachu's Thunder. Very rarely it can be an "exploding cow" (a cow with a lit fuse on top of its head).
When a cow is present, Jim can do several things with it:
-Carry it around and caber toss it a short distance. He can toss it off ledges. Useful for edgeguarding. Can even break shields if it lands on top of a shielding opponent correctly.
-Perform a smash attack with it. Jim will grab it by the tail and smash it in front of him. Has huge wind-up time but breaks shields in one hit and is also extremely powerful.
-Smack it on the rump, which will send it charging in the direction it's facing. When it's an explosive cow, this can be a useful strategy; you can let the cow cook for a few seconds before sending it stampeding into a crowd of enemies, where it will detonate and send everyone flying. HERE'S the beef!
Shield: Manta Shield
Instead of having a typical orb shield, Jim holds his forearms in front of him and they grow hard protrusions that wrap around him, in the shape of a manta-ray. Negates all projectiles, and gives Jim hyper armor against melee attacks while the button is being held (he will still take damage from physical attacks but suffer no knockback at all). He can also slowly walk while holding the shield up. However, he can still be grabbed out of it.
Tether Grab: Worm Whip
Jim grabs his own head and whips it around. Like most of his other attacks, can be whipped in multiple directions.