F.L.U.D.D.

F.L.U.D.D., known in Japan as Pump, was originally 's side special move in Super Smash Flash 2 prior to v0.2b of the demo, where it was replaced by Cape.

Overview
This move worked very different from its  counterpart, as it was more of an offensive move than a defensive move. When performed, Mario would pull out his water cannon F.L.U.D.D., which he would then jump onto to release a charge of water that would launch himself forward, striking any opponents in his path. The move could be charged as well, and it would deal anywhere from 10% to 20% damage with decent knockback, depending on the charge. The attack would also slow Mario's descent while being charged, which, combined with the far distance it travels, would make it excellent for recovery.

Origin
F.L.U.D.D. is a multipurpose water pack that originates from the game Super Mario Sunshine, where it is used by Mario throughout the majority of the game. He uses F.L.U.D.D. to get rid of the pollution running rampant in Delfino Plaza by spraying water at enemies and objects. However, F.L.U.D.D. also uses a limited supply of water and must be recharged entering a body of water to fill it up.

In SSF2, F.L.U.D.D. uses the Squirt Nozzle normally used to spray water forward, but its function in SSF2 is not present in Super Mario Sunshine. It instead loosely resembles that of the Turbo Nozzle, which allows Mario to dash forward at high speeds, as well as the Rocket Nozzle, which allows Mario to rocket upwards with a charged burst of water.

Trivia

 * This move garnered controversy among the community during its time in SSF2, with many players suggesting to remove it or to replace Mario Tornado with the Super Smash Bros. Brawl variant of F.L.U.D.D. instead.
 * During the development of Mario's second early design, former developer ItsameSMB created a new down special move for Mario and Fire Mario called F.L.U.D.D. Tornado. It would act similarly to Mario Tornado and Firewall Tornado, respectively, but it would spray water that pushes opponents away when the special input is held, and it would also charge over time to affect its range and strength. However, this concept was scrapped due to the move being deemed unintuitive.
 * Originally, the move could not be charged, but this was changed in v0.2a of the demo.