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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:''' [A powerful, charged forward attack your Fighter does. Great for knocking out opponents when they’re at high damage, but leaves your Fighter vulnerable.]
'''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:''' [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.]
'''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:''' [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.]
'''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:''' [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.]
'''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:''' [A quick, single, repeatable hit your Fighter can do while holding a grabbed Fighter.]
'''Pummel:''' Mace whack. Moderate damage and speed.


'''Forward Throw:''' [Throws the grabbed Fighter in front of yours.]
'''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:''' [Throws the grabbed Fighter behind yours. Great for KOs near the edge of the stage.]
'''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:''' [Throws the grabbed Fighter straight up. Can lead into combos or juggles.]
'''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:''' [Throws the grabbed Fighter downward, usually at the ground.]
'''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:''' [A unique move your Fighter does when the Special button and no input is pressed. Usually defines your Fighter’s playstyle or identity.]
'''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:''' [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.]
'''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:''' [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.]
'''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:''' [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.]
'''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:''' [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.]
== 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.

Revision as of 22:28, 15 September 2025

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 lighter end of Medium

Ground Speed: Moderate-Good

Air Speed: Good

Jump Height: Decent

Midair Jumps: 2

Normal Attacks

Jab: A hook with his mace hand, then a backwards hook of the same hand. Follows with a flurry of weak punches with his non-dominant hand. Finishes with a flaming kick from low to high, popping opponents upwards somewhat.

Forward Tilt: Steps forwards and punches with his mace hand, straight forwards. It has a small amount of startup, but has good damage and knockback scaling.

Dash Attack: Rears back for a very short moment, charging. He then flaps forwards with his wings whilst holding his elbow out. The elbow strike gets weaker overtime, but not that much. It does have large endlag to compensate its power.

Up Tilt: An uppercut with his mace hand, which hits in front of him, then above. It has okay base knockback, popping up, but has poor knockback scaling.

Down Tilt: A spinning kick, with fire eminating from Kel's foot during the duration. The foot sweetspots, launching forwards, as his leg just hits up.

Aerial Attacks

Neutral Air: Flaps both his wings on either side of him. This covers all around him, but also is rather quick and does moderate damage, even if the damage is weak. It will also push him upwards a little bit.

Forward Air: Kel swings his mace hand forward from side to side. Good base knockback, decent knockback scaling. It has a little bit of endlag, though.

Back Air: Performs a dropkick with both feet behind himself. It's very strong knockback and damage wise and can kill at high percents, but in return has high endlag, making it risky.

Up Air: An uppercut, similar to Up Tilt, but its more straight upwards than forward and upwards. It's a poor tool overall, but has low startlag and can catch opponents off guard.

Down Air: Swings his mace hand from side to side in typical swordie dair fashion. His mace hand has a sweetspot where it spikes, making it very useful for offstage kills at even middling percents.

Strong Attacks

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: 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: 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: 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: Mace whack. Moderate damage and speed.

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: 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: 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: 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

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: 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: 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: 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 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.

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