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Dink Smallwood
DMDinkSmallwood
Official artwork from Dink SmallWood

Creator(s)

The None

Download

MediaFire

Origin

Dink SmallWood

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[]

Mm dink

Dink Smallwood is a tall 6-button character who uses X, Y, or Z for punches and A, B, or C 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 Move cannot be blocked, 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 Move cannot be blocked, 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 A variant being a potent juggle tool and its B 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 Move cannot be blocked 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 Move counterattacks if struck by an opposing attack 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 Move cannot be blocked 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 Z+C, 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 Move cannot be blocked, 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 [ Down ] require the respective button(s) to be held down. Hovering the mouse cursor over the icon displays the hold duration if applicable.

Command Normals[]

Ball attack
Command Input Properties
X+C Move can stun or make opponent dizzy

Against certain characters, Dink will not attack and instead strike a confused pose

Striker Attack
Command Input Properties
Y+B when available Fiunn: Move knocks down opponent on hit, Agent P/D. Dummy: Move knocks down opponent on hit

Strikers can be hit

Specials[]

Fireballs
Command Input Properties
Down, Down-Right, RightX or Y Speed and trajectory determined by button strength

Someone set us up a bomb
Command Input Properties
Down, Down-Left, LeftX or Y Speed of the initial throw determined by button strength

Move cannot be blocked

De Palcowa
Command Input Properties
Right, Down, Down-RightX or Y Move knocks down opponent on hit against aerial opponents

Rising Knee
Command Input Properties
Down, Down-Right, RightA or B B version adds an extra attack

Duck
Command Input Properties
Down, Down-Left, LeftA or B Move must be blocked while either standing or crouching

Move knocks down opponent on hit against aerial opponents

Axe
Command Input Properties
[Left] RightX or Y Move knocks down opponent on hit

Counter Attack
Command Input Properties
X+A while guarding Move counterattacks if struck by an opposing attackMove knocks down opponent on hit

Uses 1000 Power

EX Specials[]

All EX Specials require 1000 Power to use.

Super Fireball
Command Input Properties
Down, Down-Right, RightZ Move knocks down opponent on hit

Small Nuclearity
Command Input Properties
Down, Down-Left, LeftZ Move cannot be blocked Move knocks down opponent on hit

Super F-U
Command Input Properties
Right, Down, Down-RightZ Move knocks down opponent on hit Move must be blocked while either standing or crouching

Carycatomy
Command Input Properties
Down, Down-Right, RightC Move knocks down opponent on hit

Big Mother Ducker
Command Input Properties
Down, Down-Left, LeftC Move cannot be blockedMove knocks down opponent on hit

Wacky Axe
Command Input Properties
[Left] RightZ Move knocks down opponent on hit

Acid Rain
Command Input Properties
Left, Down, Down-LeftZ Move cannot be blocked

Hypers[]

Unless noted, all Hypers cost 3000 Power.

Pancho de Ex-Inferiso
Command Input Properties
XXRightAB Move traps the opponent for a set durationMove knocks down opponent on hit

Star Platinum
Command Input Properties
Right, Down-Right, Down, Down-Left, LeftRightX, Y, or Z Move knocks down opponent on hit

Deadly Reversal
Command Input Properties
Down, Down-Right, RightRight, Down-Right, Down, Down-Left, LeftA, B, or C Move counterattacks if struck by an opposing attackMove knocks down opponent on hitMove cannot be blockedMove's hitboxes cover the entire screen simultaneously

Deals damage to Dink and allies

Untouchable with Stars
Command Input Properties
Left, Down-Left, Down, Down-Right, RightLeft, Down-Left, Down, Down-Right, RightA, B, or C Move cannot be blocked

Takes power off the opponent on hit

Quad Damage
Command Input Properties
DownDownDownX, Y, or Z Makes Dink's normals 4x stronger

Hamster of Venegance
Command Input Properties
DownDownDownA, B, or C Must have 300 Life or Less

Move cannot be blockedMove knocks down opponent on hit

OHKOs[]

Dink must first use Instant Kill Mode Switch in order to execute these.

40 oz
Command Input Properties
Down, Down-Right, Right Down, Down-Right, Right Z Move has invincibility during startup frames Move is guaranteed to K.O*

Bow Lore
Command Input Properties
Down, Down-Right, Right Down, Down-Right, Right C Move has invincibility during startup frames Move can stun or make opponent dizzy Move is guaranteed to K.O*

Others[]

Instant Kill Mode Switch
Command Input Properties
Z+C 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

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[]

References[]

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