Kelessa: Difference between revisions
BigMistahFord (talk | contribs | block) Created page with "== Fighter Overview == '''Name:''' Kelessa / Kel '''Author:''' Carson '''Bio:''' A divine being of celestial flame and scourge of the fall and winter goddess Correll, this is Kel. He’s swift, deadly, and theatrical as hell, equipped with wings of fire and a mace for a hand. Using his ghoulish blue fire, every mace whack, kick, and other bullshit move ripped off from a Fire Emblem fighter can assure Correll's approval. '''Ability:''' None '''Weight:''' On the light..." (change visibility) |
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== Strong Attacks == | == Strong Attacks == | ||
'''Side Strong:''' | '''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. | ||
'''Up Strong:''' | '''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. | ||
'''Down Strong:''' | '''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. | ||
== Grab Attacks == | == Grab Attacks == | ||
'''Grab:''' | '''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. | ||
'''Pummel:''' | '''Pummel:''' Mace whack. Moderate damage and speed. | ||
'''Forward Throw:''' | '''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. | ||
'''Back Throw:''' | '''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. | ||
'''Up Throw:''' | '''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. | ||
'''Down Throw:''' | '''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. | ||
== Special Attacks == | == Special Attacks == | ||
'''Neutral Special:''' | '''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. | ||
'''Side Special:''' | '''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. | ||
'''Up Special:''' | '''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. | ||
'''Down Special:''' | '''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. | ||
'''Input Command:''' | == Input Commands == | ||
'''Input Command:''' 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. | |||
'''Input Command:''' 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. |