Kelessa
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: [A powerful, charged forward attack your Fighter does. Great for knocking out opponents when they’re at high damage, but leaves your Fighter vulnerable.]
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.]
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.]
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.]
Pummel: [A quick, single, repeatable hit your Fighter can do while holding a grabbed Fighter.]
Forward Throw: [Throws the grabbed Fighter in front of yours.]
Back Throw: [Throws the grabbed Fighter behind yours. Great for KOs near the edge of the stage.]
Up Throw: [Throws the grabbed Fighter straight up. Can lead into combos or juggles.]
Down Throw: [Throws the grabbed Fighter downward, usually at the ground.]
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.]
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.]
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.]
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.]
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.]