1. Introduction

From the hit, “comical action” arcade game of the same name, Bravoman is a game and character from the ‘80s era of Namco arcade games. Even being as generous as possible, he’s only the fourth most likely Namco character from the ‘80s to be added. And that’s already a very unnecessary group of characters to just a second fighter for  so this outline is just a fun hypothetical that I would like to see (more than usual). You know, this may be the first time anyone has attempted a Smash moveset for this Tokusatsu-esque fighter, and outline new Smash ideas is what this series is all about.

While I started work on this moveset, a fighter from ARMS was announced. I suspected that the fighter’s design would aid in Bravoman’s, and it turns out I was right. Bravoman is controlled by pressure sensitive punch and jump buttons. So in Smash, there are a few inputs that are punches when done with the A button and are kicks when done with the B button. But Bravoman can’t attack and move or attack again at the same time like Min Min.

  1. Normal Moves

Neutral attack (tapped): Short punch, Punch, Kick. Partially original to Smash.

Dash attack: Bravoman morphs into Sea Bravoman and fires a short range missile. Comparable to Villager’s. Mostly original to Smash.

Neutral attack (held) / forward tilt: Medium punch. A little longer than Simon’s.

Up tilt / areal: Extended swinging headbutt. Original to Smash.

Down tilt (tapped): Short crouching headbutt. He can crawl. Comparable length to tapped neutral attack

Down tilt (held): Medium crouching headbutt. Comparable length to forward tilt

Forward smash: Long punch. A little longer than Simon’s

Up smash: Vertical headbutt. Original to Smash.


Down smash: Long crouching headbutt. Comparable length to forward smash.

Neutral aerial: Spins around his arms and legs stretched out (but not extended). Comparable to Villager’s. Original to Smash.
Forward / back aerial (tapped): Short aerial punch.  

Forward / back aerial (flicked): Medium aerial punch. A little longer than Simon’s.

Down areal: A double foot stomp like Captain Falcon. Original to Smash.
Grab: The third longest grab in the game. Unlike Min Min, Bravoman grabs with only one arm, but like her, Bravoman doesn’t have a grab areal.

Pummel: A knee strike.

Forward throw: A point blank extended punch.

Back throw: A two handed turn-around toss.
Up throw: A short toss up followed by a vertical headbutt.
Down throw: A two handed burying slam, reminiscent of R.O.B.’s.

Floor attacks: Like Captain Falcon or something.

Edge attack: A curved headbutt around the edge of the platform before he gets up.

  1. Neutral Special: Wave-Action Bullets

The Wave-Action Bullets work as a charge shot type move. It takes less time to charge compared to Samus’ and it is able to hit multiple opponents, but it isn’t as strong, has less range and decreases in damage the longer it travels.

  1. Side Special: Bravo Kick

In Bravoman, kicking is done by pressing up and attack. However translating that into Smash directly proved too cumbersome, so it gets its own multi-length move. Since it’s a special move, it will be able fire a Wave-Action bullet if neutral special is fully charged. The aerial version stalls Bravoman in the air as it does in the game. And the grounded version has an unusual angle. Hey, it makes more sense than making Bravoman playable.

  1. Up Special: Bravo High Jump

Bravoman is able to gain extra height by kicking after jumping. In Smash, this is represented

by a move functionally identical to Mii Brawler’s Helicopter Kick, except Bravoman will travel straight up unless the stick is tilted left or right. Aesthetically, I suppose Bravoman would extend and retract his legs upwards and in separate intervals.

  1. Down Special: Lucky Charge

A Limit Charge-like move. Once fully charged, no added stats or applied and performing down special again will summon Lottery Man, who will descend directly above Bravoman and drop a random item from the list below, each with different effects.

Wave-Action Bullets: Bravoman’s neutral special will automatically be fully charged for a certain number of shots or time - whichever depletes first.(rarest)

Piercing Fist: Bravoman’s damage will temporarily increase.

Beverage: Bravoman will be invincible for a moment.

Onigiri: Bravoman will recover 2% of damage. (most common)

Ramen: Bravoman will recover 5% of damage.

Bullet Train: Ordinarily sends Bravoman to the next stage. In Smash, it will just temporarily increase Bravoman’s speed.

Disappointment: All opponents on screen will receive 0.3% of damage. (2nd most common)

Sushi: Bravoman will recover 10% of damage. (2nd rarest)

  1. Final Smash: Sea Bravoman

Closest to Ridley’s Final Smash. Bravoman will transform into his submarine form before dashing forwards. If he hits an opponent, the cinematic will start. Whoever was hit will be slammed into an undersea cliff side. Sea Bravoman will then appear and fire a barrage of missiles before both of them return to the stage.

  1. Intermission

While spending long times revising my movesets is nothing out of the ordinary, this is probably the only time where I got stumped midway through the “first draft.” Yeah, most of his moveset can be pulled straight from his game, but special moves aren’t nearly as obvious. At one point, I filled those holes in Bravoman’s moveset with Wonder Momo as a duo like in Namco X Capcom. If you want, you can read that moveset here. But I don’t particularly like it.

  1. Taunts, Victory animations, etc.

Bravoman's on-screen appearance is based on his transformation from the arcade game’s intro.

His idles include raising his fits and adjusting his gloves.

Taunts:

  • Up taunt is based on his final pose from him and Wonder Momo’s Multiple Assault from Namco X Capcom.
  • Side taunt is a non-specific animation involving Bravoman  arms on his side with a wind effect (like Ike’s).
  • Down taunt has Brovoman waddle on the ground as Sea Bravoman.

Victory Animations:

  • A walk into center stage followed by a V gesture. Based on his game’s ending.
  •  Lottery Man Gives Bravoman a “Jelly Donut” (The rice balls that heal 3% of damage). Based on how most levels end.
  • Bravoman punches towards the camera. Based on the Japanese box art for the PC Engine port.

Boxing Ring title: Unequaled Hero

  1. Music

His victory theme is the stage clear theme from his game.

Now, PAC-MAN represents several arcade games from the 80’s through his moveset and, more importantly, his music selection.

The music track selection - which naturally extends beyond his game - is a follows:
Rally-X Melody (Game Start / Racing / Charanging Stage / new Main Theme / new Level Clear / High Score of the Day: (Rally-X / New Rally-X Room) (new remix)
Dig Dug II Melody:  (new remix)

PAC-LAND Melody: (New remix)
Tower of Druaga Melody: (new remix)
Valkyrie Melody: (
Prologue / Main Theme / Theme of Castle / Name Entry) (new remix)
Wonder Momo Melody: (
Game Start / Curtain Up 1 / Music after Transformation / Curtain Up 2 / Music After Transformation / Name Entry)(new remix)
Yokai Dochuki Retro Melody:
Bravoman Melody (
Title / Suburb / Ninja House Stages / Undersea / High Score Ranking / Game over) (new remix)
Bravoman Retro Melody:

Boss theme / Bomb Factory: (new remix)
Ending / Post Credits (New Remix)

  1. Alternative Costumes

Costume #1: Default colors from Namco X Capcom.

Costume #2: Colors based on Alphaman.

Costume #3: based on Waya Princess.

Costume #4: Based on Pistol Lord

Costume #5: Based on Black Bravoman’s original and N x C appearances.

Costume #6: Based on his appearances in Famista Dream Match.

Costume #7: Based on Bravoman’s original palette.

Costume #8: Based on Dr. Bomb. (Maybe it should look less ugly).

  1. Stage: Dr. Bomb’s Lab

While its in-game appearance is simplistic, it could be given a Summit / Skyworld-styled makeover. Like with Dracula’s Castle, some of Bravoman’s greatest enemies will appear in the background - such as: Dark Bravoman, Ugo 401, Pistol Daimyo, Waya Hime, Benjamin Ōkubo Hikozaemon, Attack Bomber V-9, and perhaps Dr. Bomb himself.

  1. Closing Thought

I’d be hyped for any Fighter that would bring more music to the “PAC-MAN” selection, but my selfish preference would have to be Bravoman. I particularly like the character and the media attached to him. Plus, I have a thing for obscure characters that will never actually be playable in Smash.