Statistics

Size: Around Mario's height.

Weight: Same as Meta Knight.

Gravity: Same as Diddy.

Jump Height: Between Falco and Luigi.

Jump Speed: Same as Fox.

Air Speed: Same as Jigglypuff.

Walk Speed: Same as Pit.

Dash Speed: Just below Little Mac.

Traction: Same as Link.

Can Wall Jump

Can Crawl - Low Crawl

Mirrored



Standard Attacks

Neutral Combo

A short, quick jab with his right fist, then his left fist, finishes with a strong, medium ranged right swing. From Origins/Legends.

Forward Tilt

Runs and attacks, similar to Mega Man's tilt. Punches twice then kicks. From Legends.

Up Tilt

An upwards jab combo, same right punch, left punch, strong finish. From Origins/Legends.

Down Tilt

A low, sweeping kick that can trip enemies. From Origins.

Dash Attack

Spins in a tornado fashion while thrusting his fists out for a multi-hit attack. From Origins/Legends.



Forward Smash

Windup Fist : Rayman's classic attack, he charges his punch by spinning his fist around before launching it out for a powerful strike. Rayman can hold the charge and run around with it until the attack button is released. From Rayman 1/Rayman 3.

Up Smash

Wind-up-percut: An attack similar to his forward smash, Rayman charges his fist for an upwards strike. From Origins/Legends.

Down Smash

Slam Punch: Rayman slams the ground with heavy force, kicking up damaging dust around himself. From Legends.



Ledge Attack

Hops up from the ledge with a sweeping punch.

'Get Up' Attack

Spins around and kicks as he jumps to his feet.



Aerials & Throws

Neutral Air

A sweeping kick from back to front, hits on both sides and below. From Origins/Legends.

Forward Air

Swings both fists down, causes a spike if sweet-spotted. From Legends.

Up Air

Kicks up into the air, hits below then above. From Origins/Legends.

Down Air

Quickly throws himself downwards and slams into the ground. From Origins/Legends.

Back Air

Twists around and kicks behind himself. From Origins/Legends.

Grab

Rayman has great range when grabbing due to his lack of limbs, he will throw out a fist that grapples opponents.

Pummel

Headbutts the enemy.

Forward Throw

Spins around and tosses the enemy away, similar to Mario's back throw.

Up Throw

Spins his hair and tosses the enemy onto it, stunning them in place for a moment before launching them upwards.

Down Throw

Slams the enemy to the ground and then slams himself into them.

Back Throw

Throws the enemy behind himself and then kicks them away.



Neutral Specials

Standard - Energy Shot

A projectile that can be fired off rapidly, or charged for a more powerful attack. Ricochets off walls twice before exploding on the third impact. Can be absorbed by Bucket/PSI Magnet, can be reflected.

Custom 1 - Vortex

Fires a tornado instead of energy shots, these can be charged but can't be fired as rapidly. Has less range and power, but can trip up opponents. Cannot be absorbed by Bucket/PSI Magnet, can be reflected.

Custom 2 - Heavy Metal Fist

Not a projectile, Rayman can toss out two of his fists quickly, or charge up for one powerful punch. Functionally similar to his forward smash.

Cannot be absorbed, cannot be reflected.

Side Specials

Standard - Telescopic Fist

Rayman will toss out a long ranged command grab. On the ground, Rayman will grapple enemies back towards him, allowing him to use any of his throws or pummel. In the air, Rayman will toss enemies downwards, but the grab has shorter range. Can be angled.

Custom 1 - Lockjaw

Rayman tosses out a Lockjaw that will latch onto an enemy and cause continuous electrical damage until they shake it off. Pressing special again will reel enemies back in, and Rayman will send them off with a kick. The initial launch of the Lockjaw can be angled slightly.

Custom 2 - Shock Rocket

Rather than grabbing, Rayman will fire the Shock Rocket, which will always do the same amount of damage. 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. If the rocket doesn't meet a target, it will sputter out and fall after a set distance, with a weaker explosion.

Up Specials

Standard - Helicopter

Rayman spins his iconic mop of hair to gain upwards momentum. Rayman has high control and can keep hovering downward with the move, similar to Peach's parasol. He won't be left helpless after using the move, and can even fire projectiles while hovering. His hair has a minor damaging hitbox.

Custom 1 -Throttle Copter

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.

Custom 2 - Flying Ring

A Purple Lum appears and Rayman swings from it for horizontal distance. Rayman can use his helicopter hair out of it to slow his descent, but he won't gain any height. Does no damage.

Down Specials

Standard - Plum Drop

Rayman spawns a plum that will bounce around the stage. Functionally similar to Pac-Man's Hydrant, though you can ride the plum until it disappears. 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. On the ground, Rayman will toss it forward, in the air, he'll drop it below him.

Custom 1 - Spiked Fruit

Rayman will toss out a spiked fruit with similar properties to the plum, but the spikes cause more damage. 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.

Custom 2 - Explosive Keg

Rather than tossing it at first, Rayman will spawn one and carry it around until you decide to throw it. It will explode on contact, and it can hurt Rayman if it blows up too close. While carrying it, Rayman won't flinch to weaker attacks, but the keg itself will take damage until it explodes. When spawned in the air, Rayman will just toss it below himself rather than hold onto it. Fire attacks will cause it to instantly ignite and rocket up into the air, Rayman included, be sure to let go before it explodes!

Final Smash - Silver Lum

Rayman temporarily gains the ability to fly freely with his hair, while also being able to fire fully charged energy shots. Functions similarly to Yoshi's final smash, but with different flight controls.



Special Gimmick

Can hover down slowly with his helicopter hair by holding the jump button, his second jump is also assisted by it, giving him a similar air range as Yoshi, but without the invincibility frames.



Miscellaneous Character Aspects