Super Smash Bros. Obliteration/Black Knight

Black Knight is an Unlockable Character in Super Smash Bros. Obliteration. Black Knight (Real Name Zelgius), is an arch rival of the Main Protagonist of Fire Emblem Path Of Raidiance and Fire Emblem Radiant Dawn Ike, this rivalry started after Black Knight slain Ike's father Greil who had previously trained him in the art of swordplay. Black Knight is mysterious, cold, calculating, and obedient to a fault, often acting as a double agent during the Mad King's War in Path Of Radiance and the Beorc-Laguz Conflict in Radiant Dawn using both of his alter ego's doing favors for both sides in the two wars. Much of Black Knight's past is largely shrouded in mystery, other than the fact that he ran away from home as a kid and joined the army where he met the ancient heron Lehren/Sephiran, who would later try and persuade him to retrieve the Fire Emblem Lehren's Medallion which contained the soul of the Dark God from Ike and his fellow mercenaries, putting him on collison course with Ike and his Father. Intimidating is an understatement when it comes to Black Knight's constant drive to be stronger in battle, a ruthless seeker of worthy opponents, Black Knight has entered the Fray, ready to slash, smite and stab his way to the top with his blessed Sword Alondite. Equipped with a moveset similar but not identical to Ike in the form of Slash, Stab, and Hacking Attacks, Plus a powerful signature Blessed Eclipse Final Smash, Black Knight has come to display and test his strongest arm, in a true fight for the ages.
==Attacks==
Type 	Name 	Damage 	Description
Neutral 	 	(5% = hit 1, 4% = hit 2, 7% = slash, 16% = total).	Two Punches followed by a stab, then a kneeling downward slash, it has the lowest amount of start-up lag out of Black Knight's entire moveset. When coupled with its respectable overall damage output, moderate knockback and its last hit's impressive range, it is very useful for damage racking and spacing, It is slower but stronger than Ike's variation.
Forward Tilt 	 	(15%% 	A forward swiping slash, can be angled and has both impressive range and high knockback growth, to the point that it KOs middleweights at 115% while near the edge. However, it has moderate start-up and ending lag
Up Tilt 	 	(11% = Clean, 9% = Late). 	Hops to thrust Alondite's blade upward while holding it parallel to the ground. It has an impressive damage output for a tilt attack, as its clean hitbox KOs middleweights at 126%. It also has good vertical range and a fairly long duration, which enable it to ward off aerial opponents. However,
it has moderate start-up and ending lag.
Down Tilt 	Goddess Smite	(10%) 	
Forward Smash	 	(14% = early, 22% = clean blade, 17% = clean tip).	A lunging downward slash. As the seventh strongest forward smash in the game, it deals very impressive damage overall and has fairly high knockback growth, to the point that its clean blade hitbox KOs middleweights at 86% while near the edge. Although it works best when punishing the opponent, it is one of the slowest smash attacks in the game, due to it coming out on frame 31 and having 48 frames of ending lag, slower but more powerful than Ike's variation.
Up Smash 	 	(13% = clean, 11% = late). 	An overhead arcing slash. Its clean hitbox deals impressive damage, which allows it to KO middleweights at 112%. Unlike his other smash attacks, it hits on both sides and above Black Knight, due to him swinging Alondite on a 180° arc. As a result, it is also reliable at punishing airborne or rolling opponents. However, it is punishable, due to it coming out on frame 25 and having 39 frames of
ending lag.
Down Smash 	 	(13% = hit 1, 18% = hit 2 clean, 8% = hit 2 late).	kneeling outward slash in front of himself and then behind himself. It has the lowest amount of start-up lag out Black Knight's smash attacks, due to it coming out on frame 13. Both of its hitboxes have high knockback, but its first one deals less damage and KOs middleweights at 119% while near the edge. In comparison, its clean second hitbox deals more damage, and KOs middleweights at 99% while near the edge. However, its 34 frames of ending lag make it punishable, while its second hitbox's short range makes it difficult to hit rolling opponents.
==Aerial Attacks==
Type 	Name	Damage 	Description
Neutral	 	(15% = clean, 13% = late). 	A circular slash around himself. It has a long duration and impressive range due to Black Knight swinging Alondite almost 360°, which make it a reliable and safe spacing option. It is also a very useful combo starter when short hopped, due to it having low base knockback, low landing lag and launching at 80°. It can combo into neutral attack, tilt attacks and a grab from 0%-10%, and into itself, forward aerial and up aerial thereafter. However, it has moderate start-up lag and high aerial ending lag
Forward	 	(10%) 	An Arcing Downward Slash, Covers the entirety of Black Knight's front has moderate start-up and landing lag, although this can be mitigated by auto-canceling with a non-fast falling short hop. By extension, its respectable damage output and high knockback growth make it both Black Knight's most viable approach option and a viable KOing option, as it KOs middleweights at 105% while near the edge.
Back 	 	(14%) 	Quickly turns around to perform an outward slash, Due to it coming out on frame 7, it is Ike's fastest aerial. When coupled with its impressive damage output, high knockback growth, long range and ability to be auto-canceled with a short hop, it is one of Black Knight's most viable KO'ing options, as it KOs middleweights at 117% while near the edge. It is also a viable approach option when used as a part of a reverse aerial rush. However, it has 45 frames of ending lag, which is the highest amount of ending lag out of his aerials, and very minimal vertical range.
Up 	 	(9%) 	A circular overhead slash. It has good horizontal range for an up aerial, and the longest duration out of his aerials. Its fairly high knockback growth also makes it a viable KOing option, as it KOs middleweights at 98% while near the upper blast line, However, it has moderate start-up and ending lag, as well as very minimal vertical range.
Down 	 	(12% = stab, 13% = impact, 6% = shockwave, 31% = total).	A downward stab between his legs, as he stans the opponent before making an impact on the ground, It is Black Knight's most damaging aerial and has high knockback growth, which allow it to KO middleweights at 123% while they are on-stage and near the edge. It also has impressive range below him, and is a very powerful meteor smash when hitting with Ragnell's tip during the initial portion of the swing. However, it has the highest amount of start-up and landing lag out of his aerials, as well as the longest duration out of them.
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==Other Attacks==
Type 	Name	Damage 	Description
Floor Attack (Front)	 	(7%) 	Swings Alondite In Both Forward/Back Directions, While Getting Up.
Floor Attack (Back) 	 	(6%) 	Same As Front Attack, Just With Less Power.
Floor Attack (Trip) 	 	(7%) 	Swings Alondite In Both Forward/Back Directions, Near The Ground.
Ledge Attack 	 	(8%) 	Performs A Forward Slash, While Climbing Up.
Dash Attack 	 	(12% = Clean Tip, 10% = Clean Blade, 8% = Late).	A lunging forward slice, It has an impressive damage output for a dash attack, as its clean tip hitbox KOs middleweights at 132% while near the edge. It also has very impressive range, which allows it to efficiently punish poor landings, while its clean hitboxes have anti-rebounding priority. However, it is one of the slowest dash attacks in the game due to it coming out on frame 15, while its 32 frames of ending lag makes it quite punishable.
==Grabs/Throws==
Type 	Name 	Type 	Damage
Grab 	 	(N/A) 	Grabs The Opponent
Pummel 	 	(4%) 	Hits the opponent with Alondites hilt, the strongest known pummel in the game.
Forward	 	(5% = hit 1, 4% = throw, total = 9%). 	A front throw and then sucker punch, It is a semi-spike and thus a reliable edge-guard set-up at
high percentages, but oddly has almost no tech-chasing potential.
Back 	 	(7% = hit 1, 4% = throw, total = 11%). 	A reverse hook punch, It is a semi-spike like his forward throw, which makes it a reliable
edge-guard set-up at high percentages. Unlike forward throw, it is actually reliable at starting a 
tech-chase, which it can do alongside a dash attack from low to medium percentages.
Up 	Apostle Arc	(11% = hit 1, 5% = throw, total = 16%).	Plunges Alondite into the ground and double axe handles the opponent upward. It has average base knockback, average knockback growth and launches at 87°, which give it good combo potential into his aerials until high percentages, This is Black Knights strongest throw and can provedeadly to middleweights at 95%.
Down 	 	(5% = hit 1, 3% = throw, total = 8%). 	A one-handed body slam followed by a knee drop. It has average base knockback, very high knockback growth and launches at 80°, which give it good combo potential at low percentages. One notable combo is into Aether at 0%, although this combo is inconsistent. Its knockback growth also makes it Black Knight's weakest throw, although it will not KO middleweights until 183% and while Ike is affected by maximum rage, due to its throw hitbox's very low damage output.
==Taunts==
Up = Holds Alondite above himself and balances it on his head.
Side = Holds Alondite to his side, saying "Do You Want To Die!", 
In the Japanese version, he says 覚悟しろ。 (Face Me Rival.).
Down = Plunges Alondite into the ground, folds his arms and sighs,
as wind blows against through his armor, he then removes Alondite 
from the ground.
==Special Moves==
Type 	Name 	Damage 	Description
Neutral Special	Luna 	(15% = uncharged, 45% = fully charged bottom), 33% = fully charged middle), 28% = fully charged top).	Lifts Alondite in front of himself in a two-handed reverse grip before plunging it into the ground to generate an explosion. It has transcendent priority and is chargeable, during which it becomes engulfed in flames that become more prominent the longer it is charged. While uncharged, it has fairly long range below Ike until fully charged, and the tip of Alondite's blade can meteor smash airborne opponents. However, it also has impressive vertical range, which increases as it charges, and thus makes it useful for edge-guarding. When fully charged, it can KO as early as 45% and grants super armor on frames 234-238, but deals 10% recoil damage.
Side Special 	Armor Blade	(9% = uncharged, 16% = fully charged). 	Kneels on one knee and readies himself to charge forward and perform a lunging outward slash upon contact. The charge can be held indefinitely. However, failing to hit anything results in high ending lag and, if used in midair, Black Knight being rendered helpless.
Up Special 	Alondite 	(10% = hit 1 clean, 8% = hit 1 late, 7% = hit 2, 3% = hits 3-5, 4% = descent, 9% = landing). 	Performs the Sol portion of Alondite, It covers a respectable amount of vertical distance, but covers almost no horizontal distance. It grants super armor on frames 18-21, while all but its first hitbox have transcendent priority, a trait that also applies to its custom variations. Although it is primarily used for recovering, it can also function as a useful damage racking option when all of its hitboxes connect, while the start of its descending hitbox is able to spike aerial opponents.
Down Special 	Counter 	(1.2% = min 8). 	Parries and then counterattacks against any incoming attacks with a reverse gripped downward slash. Due to coming out on frame 9, it has the second highest amount of start-up lag out of every counterattack, which is surpassed only by Toad and Palutena's Counter. However, it is the second longest-lasting counterattack due to having a duration of 26 frames, which is surpassed only by Double Team and Vision. It also has the lowest amount of ending lag out of every counterattack, this is the most powerful counter in the game by a playable Fire Emblem character.
==Final Smash==
Type 	Name 	Damage	Description
Final Smash	Blessed Eclipse (KO)	(150%)	Performs an upward slash while Alondite's blade is engulfed in flames, resulting in an animation. If any opponents are hit, they are launched upward and Black Knight throws Alondite into the air along with them. He then leaps up, catches Alondite while its blade is still aflame, and unleashes a devastating series of slashes alongside a thrust, a reverse roundhouse kick, and a roundhouse kick. Black Knight then concludes the attack with a stab to the heart that slams the opponent to the ground by stabbing them in the heart and creating a massive explosion upon impact. The explosion launches the opponent High Into The Sky And Instantly KO's Them
Category:Characters
Category:Playable Characters
Category:Super Smash Bros. (series)
Category:Super Smash Bros. Characters
Category:Fire Emblem (series)
Category:Fire Emblem Characters