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| == Strong Attacks == | | == Strong Attacks == |
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| '''Side Strong:''' During the charge, Kel takes a step backwards. On release, he grabs the forearm of his mace hand with his other hand, jutting it straight forwards. It has slightly slow startup and a very precise window, but in return, it is pretty strong, killing at high percents. It can be angled up or down slightly. | | '''Side Strong:''' [A powerful, charged forward attack your Fighter does. Great for knocking out opponents when they’re at high damage, but leaves your Fighter vulnerable.] |
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| '''Up Strong:''' Performs a backflipping kick. There is a hitbox on Kel's leg throughout the duration of the move, which only gets weaker at the very end, as well as a sweetspot at the peak of the flip, making this good for hitting opponents all around you. It does have noticeable endlag. | | '''Up Strong:''' [A powerful, charged attack that hits above your Fighter. Often used to catch aerial opponents or KO from below, and even attack enemies on platforms.] |
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| '''Down Strong:''' Kel points to either side of him diagonally downwards, causing a pillar of flames to erupt from either side where he pointed. Said pillars do impressive multi-hit damage. After that occurs, Kel will stop pointing and readjust himself, which has high endlag. | | '''Down Strong:''' [A heavy attack that usually hits on both sides of your Fighter. Useful when surrounded, but it usually boasts less kill power than Side or Up Strong.] |
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| == Grab Attacks == | | == Grab Attacks == |
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| '''Grab:''' Grabs the opponent with his non-dominant hand, boasting good reach but poor frame data, as Kel reaches more forwards to execute his grab. | | '''Grab:''' [A move that your Fighter does to grapple an opponent Fighter. This is used to throw opponents around or punish Blocking enemies, as Grabs break through Blocks.] |
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| '''Pummel:''' Mace whack. Moderate damage and speed. | | '''Pummel:''' [A quick, single, repeatable hit your Fighter can do while holding a grabbed Fighter.] |
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| '''Forward Throw:''' Shoves the opponent and front kicks them away. This boasts good damage, and knocks at a downwards angle. Additionally, it has okay knockback scaling. | | '''Forward Throw:''' [Throws the grabbed Fighter in front of yours.] |
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| '''Back Throw:''' Spins around and tosses the opponent. This move boasts meh base knockback, and has poor knockback scaling, making this only good for repositioning overall. Additionally, it leaves Kel turned around. | | '''Back Throw:''' [Throws the grabbed Fighter behind yours. Great for KOs near the edge of the stage.] |
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| '''Up Throw:''' Performs Spectral Uppercut, which is an uppercut with his mace hand. It has decent knockback, but it's main use is repositioning and damage. | | '''Up Throw:''' [Throws the grabbed Fighter straight up. Can lead into combos or juggles.] |
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| '''Down Throw:''' Grabs the opponent and flies up whilst corkscrewing. He then spins 180° and becomes upside down, and then corkscrews into the ground. This causes the opponent to crash into the ground alongside Kel. This boasts good base knockback and damage, as well as good knockback scaling, making it good for kills at high and even middling percents. | | '''Down Throw:''' [Throws the grabbed Fighter downward, usually at the ground.] |
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| == Special Attacks == | | == Special Attacks == |
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| '''Neutral Special:''' Flame Smash: Rears back and begins charging a large slam with his mace hand into the ground, similar to Roy’s Neutral Special. This move can be charged for up to 8 seconds, with 4 different charges for each 2 seconds charge, shown by his mace having more fire around it. Charge 1 has Kel slam his mace hand into the ground, causing fire to poof around his hand. Charge 2 has Kel slam his mace into the ground, causing more fire to erupt from his hand. Charge 3 has Kel slam his mace into the ground, causing a pillar of flame to erupt from his mace hand, shooting like a geyser. Charge 4 has Kel slam his mace into the ground, causing a pillar of flames to erupt at his mace, as well as in front of him and one in front of that one, with the mace slam being strong, while the flame pillars are weaker. | | '''Neutral Special:''' [A unique move your Fighter does when the Special button and no input is pressed. Usually defines your Fighter’s playstyle or identity.] |
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| '''Side Special:''' Fire Trail Dash: Dashes forwards similar to Fox Illusion, hitting anyone and going through anyone he passes. Decent range, but does have sort of high endlag to compensate. This move doesn’t exactly kill, but does have good knockback scaling. | | '''Side Special:''' [A unique move your Fighter does when the Special button and left or right is pressed. Usually is a movement option or sort of combo tool.] |
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| '''Up Special:''' Piercing Flame: After a small charge, Kel flaps his wings violently and spirals upwards in a corkscrew, and at the end he spreads his wings, before going into freefall. This move multihits opponents up, being a strong finisher at the end. It’s a good Up Special in general, having decently high kill power and great range. | | '''Up Special:''' [A unique move your Fighter does when the Special button and up is pressed. It is almost always a move that aids A Fighters recovery to get back onstage and can reposition them.] |
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| '''Down Special:''' Flaming Flip: Flips backwards in a cool backflip, moving backwards. There will be a flame pillar that forms where Kel was standing. This move has a little startlag, but good payoff it Kel is to guess what is opponent is going to do. If used midair, he won’t go into freefall, but can’t do it again until he is grounded. | | '''Down Special:''' [A unique move your Fighter does when the Special button and down is pressed. Usually is the wildest move in a Fighters kit, from counters, to traps, to transformations.] |
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| == Input Commands ==
| | '''Input Command:''' [An input string consisting of 🡠, 🡤, 🡡, 🡥, 🡢, 🡦, 🡣, 🡧, and Special (S) at the end of said input string. A Fighter can have up to three of these, and they are usually either reserved for moves that could have been Specials, or high-skill combo tools, unique attacks, or defining character mechanics.] |
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| '''Input Command 1:''' Fire Dash Kick: If Kel performs the input string “🡡, 🡥, 🡢, S”, Kel charges a kick, then executes it. This is a move similar to Raptor Boost, where Kel ignores gravity during the main portion of the kick. Upon coming into contact with someone, he’ll do a flipping kick, which boasts decent knockback scaling. | |
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| '''Input Command 2:''' If Kel performs the input string "🡣, 🡣, 🡡, S", he'll hunch over, then erupt in a small burst of flame, going into his true form. This boosts his movement speed and damage a little for 5 seconds. He has armour during the startup, which also acts like a counter, as the flame burst part hits opponents. He can only do this move three times per stock.
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