Post by MagmarFire on Aug 1, 2008 11:20:52 GMT 12
Darn, Anti-Sora looks freaking creepy... More so than in the game itself. >_<
Anyway...
Character: Aang
Series: Avatar: The Last Airbender
Symbol: The Four Nations' emblems at the corner of an invisible, oblique square
Weight: Light
Character Description: Aang, being a small child and having the constitution of an Air Nomad, can easily be sent flying. However, his air blasts and other elemental manipulations can allow you to keep your distance from your enemies, allowing you to use his marvelous speed to go in for the final blow.
Standard A: Airbending combo (has a large detached hitbox but does little damage)
Forward-Tilt: Airbending Slice (Aang swings his staff down, forming a sharp air blast that has more range, damage, and knockback than the combo. However, it has longer recovery time.)
Down-Tilt: Low Kick (Aang does a low kick and has a high probability of tripping an opponent.)
Up-Tilt: Over the Horizon (Aang swings his staff upward in an arc, releasing an airblast that does no damage but has increased knockback as the opponent's damage increases.)
Forward Smash: A more powerful version of Airbending Slice
Down Smash: Air Ring (A hoop of air surrounds Aang, hurting enemies on both sides and leaving them in longer-than-usual hitstun but with no knockback.)
Up Smash: A more effective version of Over the Horizon
Standard Special: Fire (A charging move that increases in strength and range the longer it's not used and the higher his hit percentage is for that match. It's at full power at the beginning of the match. When used, a horizontal string of fire is created, and the angle can be altered by holding down the Special button and moving the Control Stick.
Side Special: Water Whip (Much like Sheik's whip, this attack creates a whip of water. The player has more control over where the whip attacks [including switching horizontal directions] and has more reach, but damage is less.)
Down Special: Earthbending (Aang Bends a hunk of earth from the ground and can then hurl it at enemies. The more damaged that Aang is, the longer it takes to Earthbend. Aang cannot change his position while Earthbending, but he can change the direction of where the earth goes when he fires it. In the air, a pillar of earth shoots out of the ground and can serve as a temporary platform before it crumbles.)
Up Special: Glider (Aang shoots upward and activates his glider. This is basically Aang's recovery move.)
Final Smash: Avatar State (Aang goes into the Avatar State and drastically, but temporarily, increases the power of his attacks and gains Super Armor frames for the entire duration. While he is in the Avatar State, a large sphere of wind will try to weakly blow opponents off the stage where he stands. However, he cannot grab ledges while performing his Final Smash, so edgehogging is impossible. On the other hand, his edgeguarding capabilities should prove to compensate slightly for it.
Taunts: [Can't really think of any good ones... ]
Anyway...
Character: Aang
Series: Avatar: The Last Airbender
Symbol: The Four Nations' emblems at the corner of an invisible, oblique square
Weight: Light
Character Description: Aang, being a small child and having the constitution of an Air Nomad, can easily be sent flying. However, his air blasts and other elemental manipulations can allow you to keep your distance from your enemies, allowing you to use his marvelous speed to go in for the final blow.
Standard A: Airbending combo (has a large detached hitbox but does little damage)
Forward-Tilt: Airbending Slice (Aang swings his staff down, forming a sharp air blast that has more range, damage, and knockback than the combo. However, it has longer recovery time.)
Down-Tilt: Low Kick (Aang does a low kick and has a high probability of tripping an opponent.)
Up-Tilt: Over the Horizon (Aang swings his staff upward in an arc, releasing an airblast that does no damage but has increased knockback as the opponent's damage increases.)
Forward Smash: A more powerful version of Airbending Slice
Down Smash: Air Ring (A hoop of air surrounds Aang, hurting enemies on both sides and leaving them in longer-than-usual hitstun but with no knockback.)
Up Smash: A more effective version of Over the Horizon
Standard Special: Fire (A charging move that increases in strength and range the longer it's not used and the higher his hit percentage is for that match. It's at full power at the beginning of the match. When used, a horizontal string of fire is created, and the angle can be altered by holding down the Special button and moving the Control Stick.
Side Special: Water Whip (Much like Sheik's whip, this attack creates a whip of water. The player has more control over where the whip attacks [including switching horizontal directions] and has more reach, but damage is less.)
Down Special: Earthbending (Aang Bends a hunk of earth from the ground and can then hurl it at enemies. The more damaged that Aang is, the longer it takes to Earthbend. Aang cannot change his position while Earthbending, but he can change the direction of where the earth goes when he fires it. In the air, a pillar of earth shoots out of the ground and can serve as a temporary platform before it crumbles.)
Up Special: Glider (Aang shoots upward and activates his glider. This is basically Aang's recovery move.)
Final Smash: Avatar State (Aang goes into the Avatar State and drastically, but temporarily, increases the power of his attacks and gains Super Armor frames for the entire duration. While he is in the Avatar State, a large sphere of wind will try to weakly blow opponents off the stage where he stands. However, he cannot grab ledges while performing his Final Smash, so edgehogging is impossible. On the other hand, his edgeguarding capabilities should prove to compensate slightly for it.
Taunts: [Can't really think of any good ones... ]