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Shy Guy in Super Mario Superstars

Shy Guy in Super Mario Superstars.

Once smitten, twice shy...
~ Shy Guy, Paper Mario: Color Splash

Summary

Shy Guys are common enemies in the Mario and Yoshi franchises. They are recognizable by their masks, which they wear due to their shyness. Shy Guys made their first appearance in Yume Kōjō: Doki Doki Panic, a non-Mario game; they were later carried over to the Mario universe when Super Mario Bros. 2 was created.

Shy Guys are Yoshi's most common enemies in his own sub-series. They are also common in other Mario spinoff games, yet are comparatively rare in the mainline platformers (except for Super Mario Bros. 2, where they function as Wart's main troops)[1]

Powers and Stats

Tier: 8-C

Name: Shy Guy, Heihō/Heyho

Origin: Super Mario Bros 2

Gender: Varies

Age: Varies

Classification: Member of the Koopa Troop

Powers and Abilities:

Superhuman Physical Characteristics, Non-Physical Interaction (Can interact with Boo's), Toon Force and Elasticity (Can survive being flattened and is able to recover immediately), Underwater Breathing (Type 2), Self-Sustenance (Type 1), Magic, Creation, Transmutation, and Shapeshifting (Can create the necessary items to turn into other variants), Weapon Mastery (Shy Guys are skilled with a wide variety of tools and weapons, including spears, shuriken, maces, and more), Acrobatics (Woozy Guys can perform flips in the air), Electricity Manipulation (Via Lightning Spear and Thunder Shot[2]), Fire Manipulation (Fly Guys can spit fireballs in Super Mario 64, also via Drain[3]), Transmutation, Sound Manipulation (Can turn opponents into scarecrows with S'crow Bell, turn opponents into mushrooms with Spore Chimes, and take away their ability to speak with Doom Reverb and Elegy[3]), Energy Projection (Via Willy Wisp[3]), Sleep Inducement (Via Somnus Waltz[3]), Weapon Creation (Via Sword Rain[3]), Self-Perception Manipulation and Afterimage Creation (Via Zone Speed), Hammerspace, Immersion (A Fly Guy was able to hide inside a painting of a Shy Guy), Status Effect Inducement (Groove Guy's can make opponents dizzy), Surface Scaling (Can stay upside down on the conveyor belt in Black Bowser's Castle),[4] Resistance to Extreme Cold and Cosmic Radiation, Fire Manipulation (Pyro Guys are constantly on fire and show no signs of pain though this may just be their physiology, Can survive after being submerged in lava [5]), Fear Manipulation, Poison Manipulation, Sleep Manipulation, Mute (Bodyguard is resistant to these status effects[3])

Healing (Medi Guys, Accordion Guys, and Sombrero Guys can heal their partners in battle), Absorption and Self-Healing via Straw (Shy Guys can heal themselves by draining the opponents Paint and draining them of color), Statistics Amplification (Sombrero Guy can temporarily increase its allies strength by x2.5 or bestow itself and allies POW-Up), Purification (Maraca Guys can restore allies that are Crumpled), Flight (Via Beezo Wings, Fly Guy Propeller, Propeller Backpack, Balloons, Spooky Disguise, Magic Carpet, Flying Ambulance, Airship, and as a vampire, Can achieve Spaceflight with rocket, Can glide via Capes and Parasol), Air Manipulation (Via Fly Guy's Tornado Twist and Tornado Return), Explosion Manipulation (Via Bombs, missiles, Coal Guy, Bill Blasters, Bazookas, and Autobomb), Camouflage and Stealth Mastery (Shy Guys have on numerous occasions used camouflage such as Shy Ranger, Spy Guys, and Gunner Guy Assistants, as well as disguises such as Petal Guys, Fake Yoshis, and Spookies. Shy Ranger disguise grants Resistance to Fire Manipulation, Electricity Manipulation, Ice Manipulation, and Critical Hits[3]), Limited Invulnerability via gold/silver paint (Covering themselves in a layer of paint makes them immune to most weaker attacks), Limited Teleportation (Can use the Golden Pipe to teleport one space away from a Star, they can also use a Warp Box to teleport to the space of a teammate[6]), Transmutation and Creation (The Golden Drink can turn Shy Guy to solid gold for a limited time, creating a coin with each step), Air Manipulation (Can use the Coinado which summons a gust of wind that seals coins from opponents[6]), Poison Manipulation (Can use a Poison Mushroom to reduce how far someone can travel in a turn[6]), Summoning (Can use the Ally Phone to summon a random ally, Can use a Fly Guy Ticket to summon a Fly Guy which will steal one of the opponents items[6])

Attack Potency: Building level (Should be comparable to other minions, such as Monty Moles who can dig tunnels in short spans of time and small Chain Chomps who can destroy large blocks. One Goomba was able to casually destroy a rock much larger than itself for fun)

Speed: Massively FTL+ (Comparable to other minions, Can keep up with the main cast in various sports)

Lifting Strength: Class 5 (Comparable to Goombas who can carry 29 other Goombas larger than Mario. Can carry 5 other Shy guys with ease), likely Higher (Can tear trees from the ground, Can carry around large blocks of stone, Chandeli-ho can lift Bowser's golden chandeliers during the Boomer boss fight)

Striking Strength: Building level

Durability: Building level (Comparable to other minions who are of capable surviving a large castle explosion, though not from the epicenter)

Stamina: Peak Human (Comparable to Koopa Paratroopa's can fly for extended periods of time without fatigue) likely Superhuman (Shown to be in long battles in Minion Quest without getting tired)

Range: Standard Melee Range physically, up to Several Meters with equipment

Standard Equipment: None notable

Intelligence: Above Average (Can compete against the main cast in games of go-karting, baseball, soccer, tennis, as well as being a serious competitor in the Mario Party franchise. Shy Guys have also seemingly built Big Guy the Stilted a massive robot)

Weaknesses: Shy Guys can be very clumsy sometimes tripping and falling over in the middle of a battle.

Notable Attacks/Techniques:

  • Throw the Fight: The Shy Guy pulls a large turnip out of the ground at throws it at their opponent
  • S'crow Bell: A status magic attack used by the Sling Shy. A large bell appears over their opponent, it rings, and drops music notes on them. The bell disappears, and the opponent becomes a Scarecrow
  • Spore Chimes: A status magic attack used by the Sling Shy. Is cast the same as S'crow Bell but turns the opponent into a Mushroom
  • Doom Reverb: A status magic attack used by the Sling Shy. Is cast the same as S'crow Bell but mutes the opponent thus preventing magic spells from being cast
  • Willy Wisp: A magic attack used by Beezo. Throws a ball of energy at the ground before a pillar of energy bursts from the ground around the targeted enemy, followed by the orb of energy which inflicts damage
  • Elegy: A status magic attack used by Beezo. Summons music notes which descend on the target, muting them and thus preventing magic spells from being cast
  • Drain: A magic attack used by Shyster. Throws a fireball
  • Somnus Waltz: A status magic attack used by Springer. The user dances briefly, putting the target to sleep

Notable Matchups

Victories:

Losses:

Inconclusive:

References

  1. Mario Wiki
  2. Mario Power Tennis
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 Super Mario RPG: Legend of the Seven Stars
  4. Paper Mario: Color Splash (2016)
  5. Mario Kart
  6. 6.0 6.1 6.2 6.3 Super Mario Party
  7. Mario Party 9, Super Mario Party
  8. Mario Tennis series
  9. Mario Strikers

Discussions

Discussion threads involving Shy Guy