Tndinksmall Dink Smallwood
Author Name The_None
Origin Dink Smallwood
Graphics Origin Original
AI? Yes
Date of first public release March 25th, 2017
Version Part II, July 24th, 2017
Mugen Version winMUGEN, 1.0 and 1.1 def files available

Dink Smallwood is the titular protagonist of the budget action role-playing game of the same name, who has been converted by the second time by the author known as The_None. This character demonstrates quite a huge leap in both presentation and design when compared to the previous attempt at making this character by the author back then known as Most_Mysterious. The project had an ambitious scope with the character featuring two move-sets in a similar manner of the author's own Possessed Heita, but due to the protracted development time The_None released the character with the single move-set on March 25th, 2017, eventually releasing the update with the second move-set on July 24th of the same year.


The backstory found on the character's readme implies this incarnation's story sort of picks up from where his previous version's story left off. To recap, he got abducted out of his home realm by Thanos, and went on to join the Mugen tournament to secure funds for a realm traveling machine. He once eventually won the tournament and was about to come back into his own realm but the calibration processed got sabotaged and Dink went back in time into World War II. Now an ageless immortal, Dink went through various adventures to pass time until the next opportunity to get back home would arrive, altho' a matter of whenever he would keep on his priorities is unclear.


Contrasting the old Most_Mysterious version, this take on the character features a more SNK-slanted gameplay. The character has two fighting styles coming with their own punch normals, special and super moves that he can choose at the start of the match as well as switch between them with few moves, the BUST (indicated by the flaming fist icon) style the character is released with is mostly themed around magic and physical abilities, while the SLAS (indicated by the sword/bow/axe icon) being themed around the use of various weapons.


Command Moves

The Buttman
Command Mid-Air, DPlusKA
Properties Hard Knockdown, Overhead, Groundslam
Description Dink attempts to land with his butt in an old move from his earlier incarnation.
(BUST) Golem Smasher
Command FPlusPX
Properties Overhead (if used raw)
Description Dink mimics a Golem's attack, performing a downward smash. The attack becomes an overhead hitter if used outside of a combo.
Trivia This move is based off the attack Golems had in the original source game.
(SLAS) Cassandra Style Launch
Command FPlusPX
Properties Hard Knockdown
Description Dink performs an upward slash with his Longsword.
Viper Double
Command FPlusKA
Description Dink delivers two swift kicks onto the opponent.

Special Moves

Style Switch Attack
Command QCBPlusK
Properties Overhead (BUST switch), Hard Knockdown (BUST switch & Non-switching SLAS), Groundslam (BUST switch)
Description A set of moves that allows Dink to switch between styles. KA has Dink simply switch the style, while KB has Dink perform an attack right before switching. The attack can also be performed without switching styles by inputting both kick buttons.
  • BUST-version: Dink does a hook that slams the opponent to the ground on hit.
  • SLAS-version: Dink does a slash that gives him a little frame advantage on hit.

BUST Specials

Command QCFPlusP
Properties Projectile
Notes Can also be done mid-air
Description Dink casts a fireball towards the opponent. Button strength decides the projectile's travel speed. The cooldown for this move is dependent on the opponent's hitstun/blockstun time.
Rising Knee
Command FDDFPlusK
Properties Hard Knockdown
Description A Tiger Knee style attack for which Dink can add an additional axe kick by pressing a kick button again. Button strength changes the attack's angle, with KA having more forward momentum and KB being more diagonal.
Duck Channel
Command QCBPlusP
Properties Hard Knockdown, Projectile Invulnerability Frames
Notes Can also be done mid-air
Description Dink jumps forward and flies like a duck, flapping his arms like they're wings. Button strength determines how far he flies.
Magik Kick
Command QCFPlusK
Properties Hits Low (first KA only), Knockdown (followups)
Description Dink begins his Rekka series with a simple kick, with the button strength deciding the angle, block level, range and damage of the kick. It can be followed up with further moves:
  • Roundpinhouse ( QCFPlusK ) - Dink performs the roundhouse kick that pins the opponent into the wall on hit, allowing further juggles. Unusually for rekka style-attacks, this step can be skipped entirely.
  • Jackson Slide ( QCFPlusP ) - Dink does a Jax-style sliding punch that makes the opponent slide off the ground. The move has a bigger hitbox compared to the kick before it, but it's harder to juggle from.

SLAS Specials

Command QCFPlusHOLD P
Properties Projectile, Collapse (if charged enough), Hard Knockdown (if charged enough), Hits Low (if aimed low)
Notes Additional damage dealt on a "headshot"
Description Dink draws a bow and shoots from it upon releasing the button, being able to aim with up/down directional inputs. The arrow can strike low if aimed low enough or deal a "headshot" for extra damage if properly aimed. The bow has to be charged to deal reasonable damage or even be safe on hit.
Axe Throw
Command FDDFPlusK
Properties Projectile, Hard Knockdown (up close), Guard Breaker (up close), Collapse (guard break)
Description A melee/projectile hybrid of a special that has Dink swing an axe upwards. The axe gets thrown into the air if used at a distance, with button strength determining arc size.
Fire Blade
Command QCBPlusP
Properties Hard Knockdown (Fire Rise), Invincibility Frames (start of the Fire Rise), Projectile Reflection (Fire Loop)
Description A multi-part special that has Dink either swing his sword around erupting flames (if done by the PX command), or do an elbow bash (PY version). From then Dink can follow the move up with:
  • Fire Loop ( PX ) - Dink swings his flaming sword around again. The move can be repeated into itself or followed up with the move below.
  • Fire Rise ( PY ) - Dink does a Kogetsu-San-like fire sword uppercut.
Bomb Toss
Command QCFPlusK
Properties Projectile, Hard Knockdown, Hits Low (bomb toss), Unblockable (explosion), Friendly Fire
Description Dink tosses a bomb onto the ground, which explodes after a peroid of time, hurting anybody (including Dink) in vicinity of the blast. Dink can nudge the bomb further with his low kicks.

Super Moves

Style Switch Super
Command QCFQCBPlusP
Prerequisites At least 1 power stock
Properties Hard Knockdown, Wallslam (BUST switch)
Description Dink does a sliding rush punching/slashing through his opponent, either magnetizing his sword behind him or punching the opponent from the other side upon hit. Either way this is a dash super that switches Dink's style on hit. The move is rather unsafe on block and collision with the stage edge.

BUST Supers

Bow Lore
Prerequisites At least 1 power stock
Properties Projectile, Collapse, Hard Knockdown, Hits Low (if aimed low)
Notes Additional damage dealt on a "headshot"
Description A super powered variant of the Bow special from the SLAS mode that starts out fully charged. The button strength also determines the initial angle of the bow, with PY aiming it diagonally.
Acid Rain
Command QCFQCFPlusK
Prerequisites At least 1 power stock
Properties Projectile, Overhead, OTG
Description Dink casts a downpour of acid rain in front of him.
Papa Duck
Command QCBQCBPlusK
Prerequisites At least 2 power stocks
Properties Projectile, Hard Knockdown, Unblockable, OTG
Description The infamous super from the old version returns after a few adjustments. Dink lifts his arm as a duck comes out of his backpack to support its takeoff to summon a giant Mallard Drake. Much like before the summon can be canceled by taking out the duck before it flies offscreen, either by directly hitting it or hitting Dink before the duck takes off, causing it to fall to the floor and splat.
Command QCBQCFPlusP
Prerequisites At least 3 power stocks (maximum amount)
Properties Projectile, Hard Knockdown, OTG
Description Dink casts a wave of multiple explosions to engulf the opponent in.

SLAS Supers

Super Fireball
Command QCFQCFPlusP
Prerequisites At least 1 power stock
Properties Projectile
Description A super powered variant of the Fireball that deals multiple hits as it passes through the opponent, similar to the one the old version had.
Spinny Fire Kick
Command QCFQCFPlusK
Prerequisites At least 1 power stock
Properties Hard Knockdown
Notes Can also be done mid-air
Description The old version's Carycatomy EX-Special returns in the form of a rapidly spinning fire kick that this time travels in a forward arc.

March Of The Pigs
Command QCBQCBPlusK
Prerequisites At least 2 power stocks
Properties Hits Low, Hard Knockdown
Description Dink does a knee-shattering low kick and proceeds to bash the downed opponent with a grain bag until it breaks, attracting the attention of the nearby pigs.
Knock Knock Who's There Todd
Command QCBQCFPlusP
Prerequisites At least 3 power stocks (maximum amount)
Properties Projectile, "Counter", Hard Knockdown
Notes Dink is able to activate the counter himself if one of his bombs detonate near the egg.
Description Dink tosses a Dragon Egg onto the ground. Dink is able to kick the egg free of consequence. But if his opponent strikes it, a dragon will come out and deal a bite of cataclysmic proportions onto them.

Finishing Move

Ultra Galactic Argentina Backbreaker
Command QCFQCFPlusPZ
Prerequisites At least 3 power stocks (maximum amount), Opponent's health must be below 33%, Only usable after 1st round
Properties Throw, Unblockable, Invincibility Startup, Instant KO
Description Dink freaks out and grabs the opponent, throwing him/her into outer space.
Trivia Inspired by a scene from Luigi Cozzi's 1983 film Hercules in which the titular protagonist - played by Lou Ferrigno, best known for The Hulk in the late 1970s adaptations - throws the Bear that has mauled his father into outer space.


  • During one of the author's previous attempts at respriting the character Balthazar was generous enough to produce a single sprite to help him, and since then The_None was doing sprites based on Balthazar's one using the same techniques he developed sprites with for his Beavis, Butt-Head and Clippit characters.[1]
  • Dink will occasionally transform into his old incarnation as an easter egg at times. Should he be slammed into a wall, his sprite will change into a "Dink-A-Cola" soda can (along with James Brown's I Feel Good playing out) in an apparent nod to Franko, one of the author's older works.


  1. - Mugen Fighters Guild forum - T_N's long and rocky road thread