The Colormen
Fighter Overview
Name: The Colormen
Author: Audie
Bio: This man… Well, large group glass diamonds shaped like a man, is feared everywhere. Known as The Rainbow Man Of Glass Diamonds, Colormen is known in myth and legend for being able to change its color and element with the orb within it known as the Color Core.
Ability: All of Colormen's attacks change him into a different color, depending on what they do. Red is fire, Orange is explosive, Yellow is electricity, Green is nature, Blue is ice, and Purple is poison. His specials will change depending on what color was last used from his Normals. He defaults to White at the start of a stock, but it goes away once a move is used.
Weight: Heavyweight
Ground Speed: Mediocre
Air Speed: Mediocre-poor
Jump Height: Meh
Midair Jumps: 1
Normal Attacks
Jab: Turns Red and slashes with his left hand, then performs a palm strike with its right whilst Yellow. Finishes by turning Blue and kicking forwards causing a icicles to erupt from said leg. Decent damage, but it doesn’t kill too reliably.
Forward Tilt: Juts his fist out whilst Green, causing a vine to swirl up from his arm before retracting. The fist part does do damage, but the vine is a sweetspot, having more r
Dash Attack: Falls to his knees whilst Purple, vomiting out a purple sludge violently down. It will quickly dissipate whilst it's going through the air, not being able to land on the ground. In return, the initial projectile is very strong, and gets weaker over time. This makes this move a kill tool at high percents.
Up Tilt: Turns Yellow, and puts his hands together above his head then separates them, causing electricity to form between his hands. This move has a somewhat slow startup, but in return is a good kill option at higher percents with modest multihit damage.
Down Tilt: Hunches over whilst Orange and kicks violently, similar to Ganondorf's Down Tilt. At his foot there will be a small explosion, which kills reliably at higher percents at ledge. He does have to recuperate, which takes a moment due to the endlag.
Aerial Attacks
Neutral Air: Whilst Orange, a small explosion occurs inside of him, exploding everywhere around him. Good startup, but suffers in endlag to get all his shard bits back together.
Forward Air: Turns Red and slashes his hand backwards, causing fire to erupt from it. This is a decent kill move at higher percents, and is pretty quick in general.
Back Air: Swings around whilst Yellow, holding his hand open. This causes a surge of electricity to come out from his arm, thriving at the hand. This is a good multihit, and there is a finisher at the hand, which kills offstage reliably at middling percents.
Up Air: Swings his hand above himself in an arch whilst turning Green, causing leaves to shoot out above him. These leaves do chip damage, but do nothing in terms of knockback basically.
Down Air: Turns Violet, then violently stomps below himself with both feet. This is a very strong spike at the foot hitbox, but his legs still do moderate damage and have low angles. Additionally, his forelegs and feet are covered in poison sludge during the attack.
Strong Attacks
Side Strong: Rears back whilst Orange during the charge. On release, Colormen claps his hands in front of himself, causing an explosion. This is an amazing kill move, but suffers from large amounts of endlag.
Up Strong: Turns Red and crouches down. Upon release, he puts his hands together above his head, he then does that “Imagination” this Spongebob does, causing an arch of fire to erupt from his hands. This fire basically covers everything on his upper half for a good moment, before returning back to normal.
Down Strong: Turns Blue and leans forwards. On release, he slams down in front of him, causing an icicle to spike out from the ground, then turns around and slams behind himself, causing an icicle to spike out from the ground. Despite being his least damaging Strong, it is very disjointed.
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 Commands
Input Command: [An input string consisting of 🡠, 🡤, 🡡, 🡥, 🡢, 🡦, 🡣, 🡧, and S at the end of said input string. A Fighter can have up to three of these, and they are usually unique attacks.]