^good guess! But it's actually:
CHIBI-ROBO Cleans House!
Stats:
Height: 1/10
Weight: 2/10
Speed: 6/10
Air Speed: 3/10
Jump: 4/10
Fall Speed: 4/10
Traction: 7/10
Special Attributes:
Wall Jump: No
Wall Cling: No
Crawl: No
Gimmick: Chibi-Robo's cord drags behind him at all times. It can take knockback, and if hit hard enough will drag Chibi along. It is also used in some moves. The cord is a Bowser length long.
Specials:
Standard: Chibi-Blaster
The Chibi-Blaster is an offensive attachment for Chibi-Robo. It fires small bolts of energy that lightly shove enemies back; they do 4% and precisely twice the knockback of Mario's Fireballs. However, the move's usefulness is in the ability to aim it at any angle. When you first press B, Chibi-Robo equips the Chibi-Blaster. From this point on, the control stick aims the Blaster. Press B again to fire a bolt of energy. You can also charge up the move, creating an explosive projectile. Charged shots move very slowly across the stage, and explode into a large dome of energy. These shots deal constant damage to any foe caught within the blast. Once it ends, anyone caught within is launched away with knockback that KO's at 180%. Both types of shot have a maximum range equal to Final Destination.
Side: Zip-Lash
Chibi-Robo's power cord is a very useful weapon. For this move, Chibi begins whirling the cord over his head much like a lasso. Hold B to keep twirling. Upon release, Chibi quickly whips the cord forward, smacking unfortunate foes with 8% and knockback that KO's at 200%. However, this is not just a simple attack. Chibi-Robo can walk around and even jump while twirling the cord. Additionally, the whip can be angled up or down. If Chibi-Robo enters the air while twirling the cord, he will temporarily hover like Peach before slowly falling. Use this to aid Chibi's somewhat lackluster recovery. There is more to this move, but we'll save that for when it's relevant.
Up: Chibi-Copter
Normally, the Chibi-Copter attachment is too weak to carry a Chibi-Robo into the sky. However, the Smash model boasts a more powerful Copter that allows Chibi to recover from most pits. Unfortunately, the Chibi-Copter moves rather slowly, leaving Chibi wide open. Luckily, the Copter deals rapid hits of 1% to anyone unfortunate enough to touch the blades directly. The Chibi-Copter covers as much ground as Duck Hunt's Up Special, but does not put Chibi in helpless. This can only be used once in the air. This way, one can immediately enter the Side Special after the Up Special.
Down: Plug In
The Smash model of Chibi-Robo boasts an unlimited battery life, but retains the power cord nonetheless. Upon inputting this move, Chibi plugs his cord into the ground beneath him. Once he does so, electricity begins visibly flowing through his cord. Chibi can move around, but his range is limited by the length of his cord. If Chibi walks, runs, dodge rolls, or jumps, his cord will remain plugged in. However, dashing or using Up Special will strain against the cord for a moment before yanking it from the ground. If dashing, Chibi trips and automatically dodges forwards. If using Up Special, Chibi unplugs, but still gains the move's full height. The main benefit to plugging in is knockback resistance. While Chibi's own movement is limited, so is the knockback he suffers. In fact, attacks only unplug him if they would KO after 180%. This is to counteract Chibi's low weight. On top of this, while plugged in, Chibi can use special versions of his usual moves. All Chibi-Blaster shots become fully charged by default. Down Special causes Chibi to run to his plug and yank it from the ground. However, Side Special sees the most change. Using it causes Chibi to pull on his cord, automatically unplugging himself. Holding B still twirls the cord lasso-style, but electricity crackles from the plug. This allows the twirling to damage any foes that touch it. Upon releasing B, Chibi whips the cord forward, and it extends forwards a great distance. It's length depends on how long Chibi was plugged in. The minimum length is two Bowsers, and the max, meaning 10 seconds of charge, is twice the length of Final Destination! Upon hitting a foe, the cord latches to them and electrocutes them. How long it sticks, again, depends on how long Chibi charged up. By default, the shock only lasts a half-second and deals roughly 12%. At maximum charge, it shocks for 2.5 seconds and deals a nightmarish 30%! However, this move has a downside: while the cord is in flight, Chibi cannot move. If he's hit, he is knocked out of the move, wasting the time he was plugged in. Some of Chibi's normals are also changed, but those will be elaborated upon later.
Standards:
Jab: Chibi-Robo isn't built for hand to hand combat, but tries his best with this Jab. He throws a weak one-two punch before striking a victorious pose, accidentally uppercutting his foe. This Jab combo deals 2%, 3%, and 5%. The uppercut KO's at 200%.
F-Tilt: Chibi-Robo quickly retrieves a Drake Redcrest toothbrush from his head compartment. He then brushes the floor ahead of him violently, tripping foes and moving him forward a short distance. Mashing A allows Chibi to scoot across the stage. This move deals 5%, but only trips. The move has good range, covering a Bowser length ahead of Chibi. Scrubbing the floor plays the same guitar jingle as in the GameCube game.
U-Tilt: Chibi-Robo stands bolt upright before a YES/NO sign pops out of his head. The signs alternate, but have the same properties. This move only has a hitbox above Chibi. This Tilt deals 6% damage and KO's at 190%.
D-Tilt: Chibi-Robo retrieves a spoon from his head, then jabs it into the ground as though digging. Unfortunately, the stages of Smash are too hard for the spoon to dig, causing it to rebound off the ground. This rebound kicks up some sparks, giving this move a bit of range. Mashing A causes Chibi to repeatedly "dig" the same spot. The spoon acts as a sweetspot, dealing 8% and KO'ing at 190%. The sparks deal 6% and KO at 200%. The impact against the ground causes the same piano jingle as in the GameCube game.
Dash Attack: In an impossibly fast motion, Chibi-Robo removes a collapsible bike from his head, then mounts it. He proceeds to pedal forwards a short distance before automatically dismounting and storing the bicycle away. Mashing A causes Chibi to keep pedaling. While moving, the bike has similar turning physics as Wario's motorcycle. In fact, it also moves at the Wario Bike's top speed. Both of the bike's wheels are hitboxes; they deal 10% and KO at 185%. This move is great for quick movement across the stage. Dash Attacking while plugged in will cause Chibi to come unplugged.
Aerials:
N-Air: In a rather generic move, Chibi-Robo performs a midair somersault. If used while Chibi is unplugged, the cord whips around him, acting as a long ranged Aerial. Chibi himself deals 4% and KO's at 195%; the cord deals 7% and KO's at 185%.
F-Air: Chibi-Robo quickly performs a sort of dropkick. The very tip of his feet act as a sweetspot, which deals 12% and KO's at 175%. His legs deal only 6% and KO at the more modest 190%. If used while unplugged, Chibi's cord swings beneath him like a pendulum. The cord deals 5% and KO's at 195%.
U-Air: Chibi-Robo quickly pops the lid of his head compartment open. This is a short ranged Aerial that disjoints slightly. The lid deals 5% and KO's at 185%. This move does not change based on the cord's status.
B-Air: Chibi-Robo twirls around horizontally, whipping his cord behind him. This move can be angled. It deals 5% and KO's at 185%. If Chibi is plugged in, he spins around rapidly until he lands. This spin deals 4% and KO's at 200%.
D-Air: Chibi-Robo's legs telescope into his body, and he begins plummeting to the ground with a cartoonish whistling sound. Upon hitting a foe, he deals 8% and stuns them as though their shield had broken, but for half the time. If Chibi misses and hits the ground, he shudders for a moment and suffers 5% damage himself. This move does not change depending on the cord's status.
Smashes:
F-Smash: Chibi-Robo removes a needle-less syringe from his head. While charging, he seems to draw water up from the ground. Upon release, he sprays water forwards much like FLUDD. This Smash deals no damage, but pushes foes away with surprising force. Great for edge guarding.
U-Smash: Chibi-Robo crouches down while charging. Upon release, he hops upwards as a random piece of trash flies up and out of his head. No matter what the trash is, it deals 9-18% and KO's at 185-170%. After the move, Chibi suffers some endlag as he stores the trash back in his head.
D-Smash: Upon charging, Chibi's manager, Telly Vision teleports in. Simultaneously, Chibi collapses to the floor violently. Once the charge is released, Telly begins crying over his "dead" friend. Telly's tears form two hitboxes, one on either side of Chibi's body. These hitboxes shove foes and deal 6-10%. Once the move ends, Chibi picks himself up and straightens his head. Telly teleports away with a joyous expression, probably glad that Chibi-Robo is okay.
Grab: For his grab, Chibi-Robo utilizes a tool from his DS game. Chibi uses a flower-trimmer to grab foes. The trimmer launches forwards three Bowser lengths before boomeranging back. It can grab foes while returning. This grab cannot be used in the air.
Pummel: Chibi-Robo squeezes the foe with the trimmer. Deals 3%, but is sort of slow.
F-Throw: Chibi launches the trimmer again, foe and all. Travels the usual grab distance before dumping the foe. Deals no damage.
U-Throw: Chibi-Robo tosses the foe up into his head. He can then carry them a short distance before automatically tossing them to the ground. Deals 7%.
B-Throw: Same as the F-Throw, but behind Chibi.
D-Throw: Chibi-Robo dumps the foe on the floor before plugging into them. If he is plugged into the ground, he instantly yanks the plug to him. This throw drains 7% from the foe, then heals Chibi for 7%. No knockback, but leaves the foe in prone.
Final Smash: Abduction
Chibi-Robo extends his Chibi-Radar before letting off a distress signal. A small blue UFO then appears. The UFO is Kirby's size and drifts around the stage at his dash speed. If the UFO nears an opponent, it will stop above them and attempt to grab them with a tractor beam. If it's successful, it will drag them inside of it. The UFO can hold multiple foes. Once 10 seconds is up or all enemies are captured, the UFO flies off the top blast zone, with Chibi-Robo waving goodbye. This KO's any enemy the UFO captured.
Extras:
Up Taunt: Chibi-Robo strikes Drake Redcrest's heroic pose, complete with dramatic explosions! This Taunt deals 2% and KO's at 250%.
Side Taunt: Chibi-Robo pulls out a Boom-Box and begins dancing. This Taunt is endless, but can be cancelled at any time.
Down Taunt: Chibi-Robo hides beneath a coffee mug. This mug protects Chibi from any attack that deals less than 4%. Anything stronger will pierce it. This Taunt cannot be held, and only lasts for as long as any other counter.