vendredi 31 décembre 2021

Project M Moveset Writeup: Tifa Lockhart

 




I must admit that I am not exactly a vocal Final Fantasy VII fan. I have played the original game once, and found it fine, but it had aged very poorly by the time I had first gotten my hands on it. Still, it has a very large fanbase, and I was asked to see what I could come up with for a Smash Tifa moveset by someone. I'm not exactly extremely knowledgeable for the character and lore, but I decided to give it a shot. I do apologize if I get things wrong, but hopefully, this captures the feel of the character to their liking.


Tifa would be quick, be able to combo and rack up damage, and have strong finishers, but I would make her easy to kill, both because she is a fast faller, and because she would have low weight. Her recovery would not be amazing either. Here is a rundown of her special mechanic:


Unbridled strength:

Using ATB, Tifa can get 3 charges of it. She gets to cancel her normal attacks and normal specials into slightly stronger specials by using A+B inputs. Unlike Lucario, these don’t give her a massive buff, but they also charge faster than Lucario. These will only work on hit. The only exception is Chi Trap, which will instead become Beat Rush. However, final hit will incorporate Chi. Otherwise, this is essentially a combo-extender, as opposed to a super move. This meter fills up faster on longer combo chains.

 

---


Specials:


Neutral Special: Chi trap –

Summons a Chi trap in front of you. If in the air, this stalls your fall as it is being set up. This is essentially a damaging orbs that deals small amounts of damage to whatever touches it, and remains active until it is struck. If struck, it will explode and do increased damage and KB. It has a fair amount of hitlag, reminiscent on Lucas’ Up Smash.

It’s Unbridled strength Version will instead be Beat Rush (Classic ver.):

https://youtu.be/ne0Wv1JtpbQ?t=1

It’s a very fast series of punches. If performed in the air, Tifa’s fall will stall. It’s Multi-hit, and final strike is quite strong.

While most Unbridled Strength input cancels work on hit, this is a rare instance where setting up the Chi trap lets you cancel into a move. If you cancel the Chi Trap into Beat Rush for instances, this will make Tifa punch the orb into exploding, keeping the foe from being knocked back due to the fast multi-hit nature of Beat rush, racking up a lot of damage. Then there’s the powerful Beat Rush Finisher.

 

Forward Special: Overpower –

https://youtu.be/WgSqTOgDY1k?t=286

Tifa launches herself forward with a kick, causing multi-hit damage. Tapping A again at the end of the dash with have her perform an additional flip kick, a weak finisher that knocks enemies away, slightly upwards, and Tifa gets to bounces off backwards. This is good for getting an easier offstage recovery if it hits. The bounce only work if the final hitbox of the side B hits the enemy.

Unbridled Strength version is the same, but final kick has a tiny bit more power to it.

Another option for the Unbridled Strength version is Burning Arrow:

https://youtu.be/gsfzqxdmplc?t=455

For simplicity purposes, simply add fire effect.

 

Up B: Dolphin Blow –

Tifa does a rising dolphin kick (could also be a punch, but needs an arced hitbox), actually summoning water / ethereal dolphin. This is fairly strong, and can kill sideways. It’s doesn’t give her much height, albeit the Unbridled Strength versions  summons a larger, dolphin, does more KB and damage, and rise Tifa a little more. Unbridled Strength also doesn’t put her in special fall. She can jump again if she has one left.

https://youtu.be/ne0Wv1JtpbQ?t=11  

https://youtu.be/gsfzqxdmplc?t=489

https://youtu.be/gsfzqxdmplc?t=94

 

Down Special: Divekick –

https://youtu.be/WgSqTOgDY1k?t=225

Tifa divekicks downwards, hitting foes. This causes a fair amount of damage, hits up and away.

Unbridled Strength version is stronger, easier time killing on the side.

 

---

 

Normals:


Jab: Meteor Crusher:

https://youtu.be/gsfzqxdmplc?t=597

Multiple attacks, weak, but combos very easily into Beat Rush special.

 

Beat Rush (Dissidia ver.)

https://youtu.be/gsfzqxdmplc?t=133

https://youtu.be/gsfzqxdmplc?t=143

Multiple attacks, weak, but combos very easily into Beat Rush special. Doesn’t move her forward quite as much as the reference material.

 

Dash attack:

https://youtu.be/qHeLt51NRts?t=25

https://youtu.be/qHeLt51NRts?t=43

Halts for a brief moment, then dash forward with a punch that actually sends up and back, letting her air combo afterwards.

 

---


Smashes:

 

Forward Smash: Omnistrike:

https://youtu.be/WgSqTOgDY1k?t=48

https://youtu.be/qHeLt51NRts?t=138  

Will move her forward and do decent KB, lowish angle. Charging it very slightly increases the distance of the shoulder barge.

Alternative:

True Strike:

https://youtu.be/qHeLt51NRts?t=670  

Similar function, different animation.


Up Smash: Dolphin Strike –


https://youtu.be/qHeLt51NRts?t=1090

Has high reach, does maximum KB and damage if hits at Apex.

Alternative:

Whirling Uppercut:

https://youtu.be/WgSqTOgDY1k?t=64

Has high reach, does maximum KB and damage if hits at Apex.

 

Down Smash: Final Heaven:

https://youtu.be/ne0Wv1JtpbQ?t=18

Slams fist to the ground, fiery shockwave. Sends up and slightly away

Alternative: Rolling Rise

https://youtu.be/WgSqTOgDY1k?t=345

https://youtu.be/gsfzqxdmplc?t=358

Spins, smashes ground with both fists, actually hits forward, sends up, slightly away.

 

 

---

 

Tilts:

 

Forward Tilt: Dolpĥin Kick –

https://youtu.be/gsfzqxdmplc?t=158 (Second hit)

Kicks in front of her, less launch power than smash, low angle. Has decent range.

 

Up tilt:

https://youtu.be/WgSqTOgDY1k?t=47

Simple uppercut, send diagonally up. Meant to lead into N-air, U-air, or F-air

 

Down tilt: Dolphin Kick -

https://youtu.be/ne0Wv1JtpbQ?t=5

https://youtu.be/gsfzqxdmplc?t=158 (First hit)

Hits enemies up and behind her. If the enemy has very low damage, can combo into up tilt, otherwise sends behind her. Good leadup to B-air.

 

 

---

 

Aerials:

 

Forward air: Spin kick aerial -

https://youtu.be/WgSqTOgDY1k?t=129   

Hits hard, meant for off the side aerial finishers. This is a tiny bit slower than the other aerials.

 

N-Air: Rise and Fall -

https://youtu.be/WgSqTOgDY1k?t=194

https://youtu.be/qHeLt51NRts?t=168

Multi-attack (3 hits). The first two have very low KB, but are ideal for cancelling into a boosted special. Third hit is actually good for gimping. On stage, its utility can be twofold. If you decide to not fastfall it, you will likely hit all three attacks, ending with a little knockback at the end. If you do fastfall, then this will only connect with the weaker hits, and as such, can be followed up with a grab / used for shield pressure.

 

Back air: Moonsault kick (but from behind) -

https://youtu.be/gsfzqxdmplc?t=322

Kicks foes in an upwards arc. KB actually sends the opposing direction. In other words, it should be possible to do. Down tilt to back air, and then going into up air or forward air, depending on DI and percent. It felt like it would be different do have an aerial that doesn’t exactly send in the direction one is pressing.

 

Up air: Sommersault kick -

https://youtu.be/gsfzqxdmplc?t=189

https://youtu.be/gsfzqxdmplc?t=51

https://youtu.be/gsfzqxdmplc?t=322

Similar to ZSS in function, upwards kick that is weak, but sends up and forward. Meant to combo well into Unbridled Strength Up B.

 

Down air:

https://youtu.be/WgSqTOgDY1k?t=327

https://youtu.be/WgSqTOgDY1k?t=349

Spin kicks down / diagonally. Actually fairly weak KB, but the angle is meant to synergize with Unbridled Strength Divekick.

Alternative:

Rolling strike -

https://youtu.be/gsfzqxdmplc?t=386

As a multihit, could more easily translate into a boosted divekick.

 

 

---

Throws:

 

Forward Throw: Heat Crush -

Jumps and falls very falls, punches ground where foe stands, pillar of flame arises, multihit, the sends forward. The multi-hit nature is good for cancelling into a booster special.

 

Back Throw: Meteor Strike (Dissida ver.) -

https://youtu.be/gsfzqxdmplc?t=69

https://youtu.be/gsfzqxdmplc?t=250

Tifa chucks enemy behind her with a flame or chi blast. Low angle, low KB


Up throw: Star Shower –

https://youtu.be/qHeLt51NRts?t=460

Disappears, causes multiple hits, ends with an uppercut. Sends up

 

Down Throw: Meteodrive (Dissidia ver.)–

https://youtu.be/gsfzqxdmplc?t=522

Tifa jumps and chucks foe to the ground with explosive force. To keep this balanced, Tifa descends with them and slams them to the ground.

 

---

 

Miscellaneous:


Walk animation:

https://youtu.be/WgSqTOgDY1k?t=63

 

Running animation:

https://youtu.be/WgSqTOgDY1k?t=50

 

Dodge roll:

https://youtu.be/WgSqTOgDY1k?t=54

 

Shield stance:

https://youtu.be/qHeLt51NRts?t=965

dimanche 19 décembre 2021

Project M Moveset Writeup: Lilina

 


Lilina is Hector's daughter from Fire Emblem: The Blazing Sword. She is also Roy's canonical love interest and childhood friend in the Binding Blade. She is a character known for her compassion, but in game, she is also known as a glass canon. She isn't the fastest mage, and can get killed rather easily, but she has very high magic and her spells hit very hard. She is mostly tied with fire magic, albeit she can use other types. Still, since Soren uses Wind magic and vertical combat primarily, I wanted to differentiate her from him. She kills more off the sides of stages, and is actually not that great and killing form the top. This is why most of her upward attacks hit at a diagonal angle.

As a part of her moveset, she can charge her specials with runes, but also uses flaming representations of Armads and the Binding blade for some attacks. She doesn't swing them herself, but she does guide them with her hand. As per her in-game stats, imagine a more Zelda-like physics, hits very hard, but also gets hit very hard. Not slow, but also not very quick on her feet.


Specials:

 

Neutral B: Fireball: Conjures fireball above her head, not unlike Robin, chucks a fireball forward at an angle downwards, but it does go further. The angle is not as steep. Unlike Robin, this does not stun the opponent. It explodes on impacts and has mildly weak KB. If Lilina holds B, she will use the crit animation where she places three runes in front of her over time. Each level boosts the strength of the next spell used. She can bank that charge. If she charges, and then presses A+B, the fireball increases in power and the explosion radius increases. Full charge is a sizeable blast.

Reference:

https://youtu.be/NXXFoGpyQkI?t=183 Normal cast
https://youtu.be/NXXFoGpyQkI?t=230 Charge animation (three runes placement)


Side B: Forblaze: Sends a small spinning fireball straight forward. The spin is similar to a bola and is fashioned around the first bits of the Forblaze animations. This marks the enemy. A fireball will then appear high above the enemy and then descend from above the marked enemy. The fireball takes a few frames to descend and aims at the last known location. In other words, if the opponent dashes around, they can get out of the way. The marking works on shield as well. This attack is meant to get around defenses by applying pressure through a projectile. While it can be easily dodged under normal circumstances, in the heat of battle, you are always under pressure. This attack works best if Lilina attacks after the marking. If A+B is tapped, fireballs will descend in succession, equal to 1 plus the number of charges.

 

Reference:

https://youtu.be/NXXFoGpyQkI?t=233



Up B: Lilina Copter: Lilina summons a fiery representation of Armads, which the spins over herself, creating a trails of flames. She doesn't touch it, but manipulates it with magic. This flies her up, but definitely not as high as any of the other mages. Howver, this goes a bit higher than Hector. A higher crit charge would make a wider flame trail, and add power to it. The height increase would be fairly minimal. This has more kill potential than Up air, but leaves her vulnerable. Lilina tends to kill more off the sides, and as such, her aerial combat is lesser than the likes of Soren or Robin.

 

Reference:

https://pa1.narvii.com/6733/a563f74d591ffbf8be681e143c78bfc600742daa_hq.gif

 

Down B: Flame Pillar: Lilina sends out a spark of flames through the ground. It travels quickly and will erupt in a high pillar of flames it hits a grounded opponent. However, if the enemy is airborne, she would have to manually tap Down B again to cause the eruption. If you do so, she snaps her fingers, and there is a short animation to sit through. The pillar would be tall enough to reach higher than the lower battlefield platforms, short multihit, not a ton of KB, low angle. The charged version increases time the pillar is active and enemy is stunned, as well as overall damage. KB increases slightly, albeit ideally, Lilina would jump in with a strike of her own. If used in the air, the spark will fly diagonally downwards, then once it hits the ground, it will start travelling on it. If the spark touches an airborne opponent (or down B is pressed while it is not on the ground), it explodes. Similar effect to Fireball.


Reference:

https://youtu.be/LotBWHObw50?t=914


---

 

Normals:

 

Jab: Single little explosion with a finger snap. Similar in function to Ganon jab.

 

Dash attack: Dash forward with hand in front. A shield of flames in front of her.

 

Reference:

https://static.wikia.nocookie.net/fireemblem/images/8/8c/Resplendent_Lilina_Skill.png/revision/latest/scale-to-width-down/1000?cb=20210419045956

 

---

 

Smash attacks:


Forward Smash: Reaches forward and blasts an explosive, large gout of flame. Not quite unlike Charizard Side B, but more concentrated.


Reference:

Pose : https://static.wikia.nocookie.net/fireemblem/images/8/8c/Resplendent_Lilina_Skill.png/revision/latest/scale-to-width-down/1000?cb=20210419045956

 

Up Smash: Pops nearby enemies up with an upwards flame trail gesture, then blasts with powerful stream of flames (ends in explosion). Sends forward and up. KB is a little lower than 45 degrees.

 

Reference:

https://youtu.be/nfswHqMWiWw?t=95

 

Up smash alternative: Pillar of rising flame. 

 

Reference:

https://youtu.be/LotBWHObw50?t=33

 

 

Second Up Smash alternative: Lilina holds her hands to her chest as she glows with magic, and a pillar of flame erupts around her. It’s not very wide, but tall. Not great at killing from the top, and send diagonally in its KB, but good at getting foes above her.

 

 

Reference:

https://youtu.be/LotBWHObw50?t=278

 

 

Down Smash: Flames rise on both side as Lilina’s palm is open with a rune hovering over it. Then she suddenly clenches said hand into a fist and breaks the rune, and both pillars explode. Multi-hit at first, then explodes. Vertical KB.

 

Reference:

https://static.wikia.nocookie.net/fireemblem/images/4/48/P05-014PR_artwork.png/revision/latest/scale-to-width-down/596?cb=20200625012622

 

---

 

Tilts:

 

Forward tilt: Summons a spinning flame wheel, multihit, sends upwards, but not too high. More range than F-smash, but more of a combo setter than a kill move. Very bad DI could have foes be easily comboed in N-air, but normally would combo with the much faster F-air.

https://youtu.be/Lz6Gf33xsMM?t=29


Up tilt: hand swing upwards, trail of fire.


Reference:

https://static.wikia.nocookie.net/fireemblem/images/c/c8/B05-005N.png/revision/latest/scale-to-width-down/721?cb=20160924213633

 

Up tilt Alternative: In the event that the stream of flames is not used, it would make a pretty fitting F-tilt anti-air.

 

Reference:

https://youtu.be/nfswHqMWiWw?t=95

 

Second Up tilt Alternative: Lilina moves both arms in an upwards circular motion, conjuring flames. See reference, but more graceful.


Reference:

Only.first part: https://youtu.be/LotBWHObw50?t=1085


The point of all of there is to interception aerial approaches

 

Down Tilt: A hand wave with a trail of flames. While this is a diagonally downward attack, this is actually a low angle forward attack. Not extremely strong, send a small distance away.

 

Reference:

https://youtu.be/LotBWHObw50?t=1261

 

---

Aerials:



N-Air: Slow, but powerful all-around swing with a fiery representation of Armads. Her slowest aerial. Good kill potential. Leaves her vulnerable with higher landing lag. Lilina does not hold the fiery axe, but guides it with an open palm hand motion.

Reference:

https://youtu.be/pYKwsahc9gg?t=172

Hovering an axe with magic:

https://static.wikia.nocookie.net/fireemblem/images/d/d7/B21-071SR_artwork.png/revision/latest/scale-to-width-down/588?cb=20200625012617



Back air: Summons fiery representation of the Binding Blade. She doesn’t swing herself, she only controls it magically. It is similar utility to Melee Roy’s back air.



F-Air: Spins flames with finger. It hit forward at a slight low incline. First part is multihit. Final explosion has her snap her fingers to create said explosive force. Its utility is that it's a long hitbox duration. Explosion can potentially kill offstage, but keep in mind Lilina's lower than average recovery.


Reference:

https://youtu.be/nfswHqMWiWw?t=58

 

Up-Air:

Spins with flame twirl around her. Multi-hit, send up slightly. Ok at juggling. Since Soren would be more aerial-focused, I did not want to make this a kill move. It can however be used to rack up damage or try to lead into N-air, F-air, or a grounded attack if done close to the ground.

 

Reference:

https://s3-wiki.serenesforest.net/thumb/2/2d/B16-005.png/250px-B16-005.png

Other reference, but the aim is for the twister to end with her hand over her head.

https://static.wikia.nocookie.net/fireemblem/images/8/85/Lilina_Skill.png/revision/latest/scale-to-width-down/728?cb=20170205170056

 

Down Air: Palm down, flame explosion, meteors. The blast’s force bounces her up slightly.

 

---

 

Throws:

 

Grab: Binds foes in a light rune

 

Reference:

https://fireemblemwiki.org/w/images/e/e0/Ss_fe07_light_rune.png

 

Pummel: Ignites foes.

 

Forward Throw: Slaps rune on foes, and fiery-blast them forward:

 

Reference:

https://static.wikia.nocookie.net/fireemblem/images/9/9d/S07-002ST_artwork.png/revision/latest/scale-to-width-down/596?cb=20200626131100

 

Back throw: Throws foes back with magical force and slashes them with a fiery representation of the Binding Blade.

 

Up Throw: Levitates opponent upwards (she doesn’t touch them), with hand raised up. She snaps her fingers and they explode, send forward and up diagonally.

 

Reference:

https://youtu.be/LotBWHObw50?t=104

https://static.wikia.nocookie.net/fireemblem/images/3/3f/Forblaze_Lilina_by_Sachiko_Wada.png/revision/latest/scale-to-width-down/705?cb=20190322212058

 

Down Throw: With the enemy trapped in the rune, a small flame pillar erupts from it. Sends upwards.

mercredi 1 décembre 2021

Project M moveset writeup: Daisy



Being the flower princess, I would like to imagine that Daisy may be more in tune with the powers that the flowers in the Mario universe provide. Her flower abilities would be empowered, making full use of their properties.

She ought to be a fast-faller and enjoys better running speed than Peach. She would be better at being up-close and personal, and the projectiles she has are situational and not as spammable.

She has no float, but does have a third very small jump from Super Mario Run.

To make her feel more tomboyish, I felt that she should have more brutal moves, but with the juxtaposition that she's doing this with high energy. I took some inspiration from how delinquents are protrayed in Japanese animated media, but also, Mario Land, Sports games and Mario Kart.

---

Specials:

B: Mario Land Fireball – By tapping B, Daisy could launch a fireball diagonally downwards. It travels a fair distance and bounces on any surface it touches. On stages without walls, this would be more on a move you could use in the air, like Akuma could in Street Fighter, but it could also be useful against those standing on platforms, using the ground as a bouncing point. Normally, this is strong enough to have light KB, but B can be held, and Daisy can channel flower power, which she can store for later. She can then unleash a more powerful, larger fireball. This is a strong-ish projectile, but only one fireball can be fired at once. 

Reference:



Side B: Drift Bash– Inspired by Mario Kart, Daisy Will dash forward in a marathon-runner stance, and tapping A will have her uppercut foes with forward momentum. However, you can choose to not attack, and instead hold the other direction. Whilst doing so, Daisy will drift on the ground and sparks will appear at her feet. First, yellow, then blue, then purple. Each spark stage increases the power of the move. Normal and Yellow can feasibly used to combo at different percents, but Blue and Purple can feasibly kill (albeit blue would need to be at a pretty high percent / low ceiling stages). If Daisy is drifting, tapping A launches her in the direction she is drifting away from into the uppercut. Letting go of the stick makes her run in the direction she is running away from. She keeps her drift charges, but loses them if she is interrupted out of her side B, whether it’s by her shielding, being hit, or jumping. In other words, she could do say: 
 
· Side B -> 
· Tilt stick back <-
· Bank Yellow and blue spark 
· Let go of stick she runs left
· Hold the other way ->
· Bank purple spark 
· Launch this way by tapping A ->




Reference


The progression would need to be faster than how long it takes in the video, and can feasibly be charged in one drift, but the option to fake out seemed interesting. The first frames of her dash have a weak hitbox that knock enemies off their feet, but not much more, and kind of like an Ultimate dash, you need to commit to those few frames before being able to turn and drift.


Down B: Soccer kick - Daisy sets a ball on the ground, and if you just tap B, she kicks it, it’s fairly weak low trajectory, and barely makes the foes flinch. If she hold B though, the ball gets a slightly higher arc, and does more damage and KB. If she holds it even longer, she uses her flower power to make it an ice attack, and it hits hard.

Reference:




Up B: Flower rise – Daisy would take out a large spinning flower and rise up, just like Peach normally does. She would get more slightly more vertical recovery from it, but her float would descend faster and thus have less horizontal recovery. At the apex of the rise, the middle portion of the flower would release a pollen blast and cause extra damage / knock straight up. This could potentially be used closer to the top of the stage for a star KO. 

References:


Or:


This is also inspired by Mario Galaxy:



--- 

Normals

Jab: Series of kicks, Chun-Li style, ending with a stronger final hit with a flower effect.

References:



Dash attack: Bowser-style drop kick. 

References:


---

Smashes:

Forward Smash: Advancing Palm strike. Blasts with flame.


Down Smash: Geomancy - From Mario strikers, keep it as its original Remix style. Would be cool it it grew flowers under her too for aesthetics, but limitations may prevent this.


Up smash : Upward jab, other fist is clenched and flexed. Kind of like that, but with more confidence : 

References:


Has flower GFX.

--- 

Tilts: 

Forward tilt: Bat swing downwards. Only uses one hand.


Up tilt: One handed bat swing that ends with the bat resting on her shoulders. Bats enemy up and away.

References:



Down tilt: Volleyball set – Sends opponent up. Meant to lead into Forward air.

References:



---

Nair: Spin, not unlike Peach, but the is surrounded by petals.


F-Air: Ganon style Forward air. It has a fire effect. It is a punch, but also meant to pair with down tilt, which is a volleyball set.


Back air: A powerful back kick. Functionally like a Captain Falcon back air.


Down air: Since Peach has a multi-hit, I think a brutal stomp makes sense. Simple meteor. Flower GFX on hit 


Up air: I like Remix Up-Air just fine. An acrobatic kick makes sense to me.


---

Throws:


Pummel: Gut punch.

References:



Forward Throw: Macho man spin punch. Hits forward.

References:


Could also be a crouching uppercut.


Down throw: Lifts enemy and slams them into the ground. Bounces them up.

References:



Back throw: Sommersault throw - Daisy rolls back with the foes, and kicks them off of her.

References:



---

Dash: I think that Daisy should run while swinging her arms. She's competitive, and would push herself to run.


---

Alts: 

- Based of many flowers, including a pink one with a Sakura flower Up B for example.



- Based off N64 Daisy



---


lundi 29 novembre 2021

Project M movest writeup: Terra Brandford

Final Fantasy VI is, according to me, the best thing to come out of the series. It is a game with an epic storyline, where almost every character could arguably be seen as the main character. I am partial to Locke, but this Terra writeup was a request by Atma, who has put some of his own ideas in there. Again, this is no confirmation that this character would ever be included in Remix, but there is clearly a lot of love for this game, and this character.

I immediately thought that the sword ought to be on her person, but mostly used to channel magic as opposed to fighting with it. This is why I made very minimal use of it. I wanted to focus on her magic and what she could do with it differently from other characters like Zelda or Palutena. She is definitely a glass canon, but her magic is nothing to scoff at. 

I hope you enjoy this take on the character as a Smash contender.




ATB gauge: 

 

Terra's power is great, but somewhat alien to her, and while she manages to master it as the game progresses, I wanted to find a way to reflect that. The ATB gauge fills up over time l, but only if Terra is actively engaged in battle. If she spams a move too often, not unlike stale damage, the meter slows down considerably for a time. When the ATB is full, the next special is powered, and she cannot choose to not unleash it. The power is simply overflowing, and she needs to let it out on her next spell. These are strong, but do charge slowly


Magic float: Terra flies above the ground as she moves around, just like Mewtwo. She also can slow her descent by holding the jump button.

https://youtu.be/OvseFVyEU-Q?t=21 


Esper transformation: 

A+B: Esper: She swaps into her Esper form. When this is possible, she has a magical aura. She needs to inflict over 130% damage for a single charge. The charge is carried over upon losing a stock. 

https://youtu.be/OvseFVyEU-Q?t=96


--- 

Specials:


B: Blizarra: Charge similar to Shiek's needles where Terra summons up to three ice shards floating with her. She can tap B at anytimes to launch them forward, and this doesn't stop her movement.. they are weak projectiles that do chip damage can can be used to stun an enemy mid-attack, or to set up a a combo-starter / continue a combo. If she has at least one charge, you can either hold B to get the next two charges, or tap B to launch one. 

https://youtu.be/uu76jcQnXAk?t=23 

 

ATB version: Blizaga - throws many ice needles that hit subsequently, like Shiek needles, but final one is a larger chunk that has good KB. The ATB version does not need a charge to be executed.

https://youtu.be/nAcZS6d6uwQ?t=111 

 

Side B: Flare: a tiny bead of flame slowly moves forward and explodes on a timer. 

https://youtu.be/t3r-gqOADpo?t=89 

https://youtu.be/XSoHSGRyNPo?t=192 

https://youtu.be/XSoHSGRyNPo?t=226 

The bead would be tiny, then explode into a much larger blast.


ATB version: Meltdown - starts the same, but larger explosion, can kill. 

https://youtu.be/t3r-gqOADpo?t=60 

 

Down B : Thunder / Thundara / Thundaga - This summons a thunder bolt from above, a bit ahead of Terra, but the angle is slightly diagonal. This send the opponent flying forward. She can charge it and keep the charge. The power increases depending on how long it was charged. 

https://youtu.be/XSoHSGRyNPo?t=157 


ATB version: Meteor - Same angle, but multiple meteors (5) descend in succession. This covers a wider area. The main advantage is that Terra can run through while the last few are still falling. 

https://youtu.be/uu76jcQnXAk?t=31 

  

Up B: Tornado: - Terra summons a tornado around her and launches herself higher. If an opponent is nearby, it gets dragged into the tornado and gets launched with her. Terra can then combo in the air. Because she doesn't go in soecial fall, this recovery is not incredible. 

https://youtu.be/t3r-gqOADpo?t=66 

 

ATB version: tornado is stronger, and Terra launches herself higher, alongside whoever is stuck in the tornado with her. She can follow-up as well, but because it sends higher, it's easier to kill off the top of the screen with an up air. 


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Normals:

 

Jab: Two delicate horizontal sword swings, but third one, she jolts a bit of electricity from her hand. 

 

Dash attack: Since Terra floats like Mewtwo, I envision something that transitions well from it. She would momentarily slow to a near halt, electrify herself, then lunge while gliding forward, covered with lightning, not too unlike Charizard's thunder punch, but with sword in hand. The dash stops her movement very briefly, but then she is sent moving forward quickly. She disapears, leaving a track of lightning behind, and re-appears with leftover static emanating from her. This effect is meant to imply that she moves so fast that all you see is lightning. She is vulnerable if she misses.


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Smashes:

Forward Smash: Holy - Terra summons a ball of light close to her chest, then shoves it forward. It explode, fairly strong.

https://youtu.be/uu76jcQnXAk?t=124

Of course, only one ball.

 

Down Smash: Quake - Terra stabs down at the ground diagonally. This makes a stone pillar, diagonally pointed mostly up and sligntly towards Terra. This is some distance away from her. This sends foes up and towards her. If she hits with the sword, this has fixed KB and sends foes towards the spike. 

https://youtu.be/nAcZS6d6uwQ?t=37

 

Up Smash: Similar motion to this, but with flames, and faster. Flames remain conjured above her. Kind of like Roy Up smash, keeps enemy stuck in the fire momentarily, does multihit damage. But enemy is sent flying high after. 

https://youtu.be/fBFWOEdxd_c?t=6

 

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Tilts:

Forwards tilt: Riot blade 

https://youtu.be/MV-4CmrjI1A 

Terra places a palm on her the flat of her sword. A multi-hit, swirling wind (probably can use green sword trails) circle moves forward, a short distance. This is similar to a very short distance razor leaf that ends with a weak KB up and slightly. This will normally not be great for comboes, but the extra range is a boon in some cases. Because it momentarily keeps enemies in place / pushes back a bit, it can be used to move the enemy in an impending flare explosion. At low damage and bad DI, can potentially lead into down tilt quake spike formation. 

Other reference for visual flair:

https://youtu.be/t3r-gqOADpo?t=183 


Up Tilt: Flood - Water spout blasts enemy upwards. 

https://youtu.be/t3r-gqOADpo?t=55 

 

Down tilt: Fire – Terra summons three successive flames bursts from the ground. This sends diagonally up, forward after fire stunning for a bit.

https://youtu.be/XSoHSGRyNPo?t=149 

 

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Aerials:

N-Air: Ice chunks float and spin around her. Initial part of the Dissidia combo animation. 

https://youtu.be/t3r-gqOADpo?t=25 

https://youtu.be/t3r-gqOADpo?t=30 

https://youtu.be/t3r-gqOADpo?t=97 

 

Forward air: Uses ice chunks again, but this time, Terra spins whilst her head is facing diagonally, slightly upwards. The ice chunks are spinning starting from her feet, the ending right in front of her. This hits forward, up diagonally. This uses the final part of the Dissidia animation

https://youtu.be/t3r-gqOADpo?t=25

https://youtu.be/t3r-gqOADpo?t=30 

https://youtu.be/t3r-gqOADpo?t=97 

 

Down Air: Graviga - Terra sets her palm downwards, and a dark orb is summoned. This meteors, and the closer the foes is to the middle of the hitbox, the stronger the meteor. It this move hits, Terra does a tiny magical flip backwards, gaining a little, but not much height. 

https://youtu.be/OvseFVyEU-Q?t=22


Up Air: Terra gracefully sets her arms in a relaxed Y pose, which has a cone of flames erupt. This is not necessarily the strongest kill move, but it has range and "can" kill when combined with ATB Tornado, or even normal tornado if planned well (ex: done from high up, or at high enemy damage). This is inspired by burning hands from D&D. 

 

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Throws:

  

Pummel: Drain - Terra drains a tiny bit of HP. 

https://youtu.be/XSoHSGRyNPo?t=165 

 

Forward throw: Terra levitates her foe as if she’s holding it elevated by the collar (but not actually touching them), and they explode with flames.


Back throw: Magically levitates enemy above her in an arc until they are behind her, then blasts them away. Small icicles (like the neutral B icicles) hit the enemy. Works like Fox and Falco back throw.

https://youtu.be/uu76jcQnXAk?t=23 


Up throw: Levitate enemy above her, summons a tornado, and blasts them upwards.

https://youtu.be/t3r-gqOADpo?t=66


Down throw: Uses gravity to crush foes to the ground. Puts them in lying down position, like Snake’s down throw.

https://youtu.be/OvseFVyEU-Q?t=22


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Dodges:

Spotdodge: Vanish, she disappears momentarily with magic. 


Roll: Blur - dashes to one side or the other with an after-image.