Master Chief (Smash Plus)

Master Chief is a playable character in Super Smash Brothers Plus for the Nintendo Switch Plus. Representing the Halo universe, he is the 2nd revealed character for the Season 2 DLC Pass, and as such has no number within the in-game list. He is also classified as a Heavyweight fighter. He can only be unlocked through individual purchase, or by purchasing the Season 2 DLC.
Master Chief is a fighter who relies heavily on his projectiles to damage foes, though not exclusively. He has a unique proximity ability that allows him to switch between up close melee and long distance ranged attacks naturally for his tilt and aerial attacks. This makes him one of the more versatile fighters in the game, especially when combined with his surprising ground mobility and his naturally tough defensive abilities. However he does suffer from major setback, namely its that almost all of his weapons have ammo limitations. Despite the large number of secondary weapons at his disposal, he only has a finite pool of ammo to draw from, and once it runs out for a weapon, that ammo is exhausted until the Master Chief loses a stock (or is lucky enough to find a Honey Syrup). This means it is vital to use your ammo wisely, in order to maximize Master Chief's KO potential. Thankfully his melee attacks allow him to hold his own in a fight, and his pistol and frag grenades never run out, allowing you to have some firepower in a desperate time. Master Chief has two normal jumps and can crawl.
==Moveset==
===Basic Attacks===
*Special Gimmick: Ranged vs. Melee- Master Chief has a special proximity gimmick that involves his neutral jab, his tilt attacks and most of his aerial attacks. If an opponent is standing within 2 character lengths of Master Chief, then he will default to the melee version of the attack described. If they are outside that range, then he will default to the ranged version of the attack, which largely involve him using his armed Secondary Weapon (which he can select with his Weapon Switch Down Special.) If he has exhausted all ammunition for the chosen Secondary Weapon, then he will always default to the melee version of the attack, regardless of opponent proximity.
*Special Gimmick: Ammunition Supply- Master Chief has a finite amount of ammunition for all of his secondary weapons. When he runs out of ammo for that particular weapon, he will be unable to use it for the remainder of that stock (unless he finds a Honey Syrup item). Ammunition (or in certain cases, uses) also affects the properties of his Smash Attacks, as well as his Neutral and Side Specials.
*Neutral Jab (Melee)- Master Chief performs a three hit combo consisting of a right cross, knee lift jab, and finished off with a left hook to knock foes away. Very slow for a jab attack, but decently powerful.
*Neutral Jab (Ranged)- Master Chief pulls out his trusty pistol and shoots a bullet forward. He can fire up to four times before needing to reload. It has great range by default, by very little stopping power. The pistol is one of the few weapons in the Chief's arsenal that has infinite ammunition.
*Side Tilt (Melee)- Master Chief performs a quick horizontal swing with the butt of his current secondary weapon (unless he has equipped the Rocket Launcher, in which case he will simply perform an elbow strike.)
*Side Tilt (Ranged)- Master Chief fires his armed secondary weapon straight forward. More information on these weapons is located below. The Chief can move back and forth while firing on the ground, however he cannot change direction without stopping the firing sequence.
*Up Tilt (Melee)- Master Chief performs a quick uppercut attack with the butt of his current secondary weapon (unless he is equipped with the Rocket Launcher, in which case he will simply perform a quick uppercut punch with limited range.)
*Up Tilt (Ranged)- Master Chief fires his current secondary weapon straight up into the air. An effective long-range anti-air tool, if aimed right.
*Down Tilt (Melee)- Master Chief performs a crouching horizontal punch with the butt of his current secondary weapon (unless he is equipped with the Rocket Launcher, in which case he will simply perform a crouched horizontal punch.)
*Dash Attack- Master Chief performs a lunging shoulder charge attack. The move is very slow to startup, but packs a wallop once it hits.
*Grab & Pummel- Master Chief grabs with both hands and pummels with a simple knee jab.
*Forward Throw- Master Chief kicks the opponent forward with a single foot, pushing them a good distance away, but at a very low angle.
*Back Throw- Master Chief delivers a kidney punch to the enemy before throwing them down on the ground behind himself.
*Up Throw- Master Chief uppercuts the opponent high into the air. His most versatile throw, both in terms of damage and ability to combo into up ranged attacks.
*Down Throw- Master Chief slams the opponent onto the ground, jumps, and then stomps on the opponents face, bouncing them up and away.
*Neutral Air (Melee)- Master Chief performs a flying kick with a lingering hitbox that weakens as the move goes on.
*Neutral Air (Ranged)- Master Chief simply fires his secondary weapon straight forward. With this variation, once he starts firing Master Chief can aim the secondary weapon in any direction.
*Forward Air (Melee)- Master Chief performs a double hammer fist straight in front of himself. This can spike foes, but only if it connects right at the beginning of the move.
*Forward Air (Ranged)- Master Chief fires his secondary weapon forward. This version cannot be aimed, unlike his Neutral Air.
*Back Air (Melee)- Master Chief performs a spinning backfist that comes out slowly but hits very hard when it initially connects.
*Back Air (Ranged)- Master Chief will spin around and fire his secondary weapon behind himself. If this move is initiated while Master Chief has forward momentum, then he will maintain that momentum while firing by propelling himself backwards while firing.
*Up Air (Melee)- Master Chief performs a rising knee lift right in front of himself. This move also elevates Master Chief slightly, giving him a small amount of vertical recovery.
*Up Air (Ranged)- Master Chief fires his secondary weapon up at a high forward angle.
*Down Air (Melee)- Master Chief pauses in midair and then flies himself down at a forward angle, striking the ground with a punch that creates a small shockwave when he lands. If used over the blast zone, this move will likely result in a self-KO.
*Down Air (Ranged)- Master Chief fires his secondary weapon down at a forward angle. Unique in that Master Chief will always default to the ranged version of his Down Aerial attack, regardless of proximity, unless his secondary weapon is out of ammunition.
===Smash Attacks===
*Special Gimmick: Ammunition- Energy Sword- All of Master Chief's Smash Attacks utilize the Covenant Energy Sword, which increases the attack's range and damage. However the Sword has a limited number of uses. Master Chief can use the sword 16 times in a single stock. After he has used them up, the sword will no longer work, and Master Chief will revert to weaker versions of his Smash Attacks. However the Master Chief will only use a "charge" if he actually connects with an attack, a swing and a miss will not decrease the number of times he can use the sword for that stock. The Sword will refill upon finding a Honey Syrup or losing a stock.
*Side Smash- Master Chief performs a downward strike with the Energy Sword, swinging it from high to low. Like all of the sword based attacks, the attack is strongest along the body of the blade, rather than the tip. Without the sword, he simply performs a downward haymaker punch.
*Up Smash- Master Chief performs a rising uppercut with the Energy Sword, moving from low to high. Without the sword, he simply performs a rising uppercut punch. Uniquely though, the non-sword version of the move will gain a sweetspot at the very beginning of the move, similar to Little Mac's Up Smash.
*Down Smash- Master Chief performs a crouching horizontal slash with the Energy Sword straight in front of himself. Comes out the quickest of all his Smash Attacks, but is also the weakest overall. Without the sword the Chief performs a simple horizontal punch while crouching.
===Special Moves===
*Neutral Special: Grenade Toss- Master Chief will toss a grenade forward a short distance. The Grenade has a 4 second fuse, which begins the minute the special button is pressed. If players hold down the special button, then Master Chief will hold the grenade, tossing it once the special button is released. Grenade explosions can hurt Master Chief. The Chief will always default to Plasma Grenades, which stick to opponents and surfaces without bouncing, and do more damage and knockback than their fragmentary counterparts. However Master Chief only has 12 Plasma Grenades per stock. Once he uses them up, he will default to Frag Grenades, which have less explosive yield but slightly greater range due to them bouncing off the ground (similar to Snake's Grenades). He has an unlimited number of Frag Grenades.
*Side Special: Gravity Hammer- Master Chief will perform a charged attack with a Gravity Hammer weapon that has an incredible amount of startlag, but is very powerful. If the hammer connects flush, it will do a tremendous amount of knockback and damage to foes, and if it manages to connect in midair it will spike foes at the beginning of the move. However, like the Energy Sword the Hammer has only a certain number of uses. The Gravity Hammer can only be used 10 times per stock. Unlike the Sword, Master Chief can still use the hammer after the charges have been used, but the attack will do only a fraction of the damage and knockback that it would otherwise (while still retaining the cumbersome startlag.) Also unlike the Energy Sword, Master Chief will use a charge regardless of whether or not he hits an opponent with an attack, so it is vital to time your hits right when using this powerful move.
*Up Special: Grappling Hook- Master Chief fires a grappling hook from his arm at an upward angle. This hook can connect with ledges, acting as a tether grab that will reel in Master Chief. In addition, if it connects with an enemy, it will pull Master Chief up towards the enemy, where he can then hit them with a melee attack or footstool off of them for additional height. Using this move doesn't send Master Chief into freefall, but it doesn't provide any vertical recovery unless it connects with the stage or an enemy, making it something of an unreliable tether grab, given its short range.
*Down Special: Weapon Select- Pressing the down special will bring up a selector wheel that will allow players to choose a secondary weapon to wield for his tilt and aerial attacks. He has six weapons to choose from, all with different ammo amounts and weapon attributes. If a weapon is out of ammo, it will be greyed out on the selector wheel. If all weapons are out of ammo, then nothing will happen. The six weapons at his disposal are:
**Assault Rifle- The standard secondary weapon that Master Chief will always default to at the start of a match/stock. It provides a constant rate of fire with decent range and also has the highest ammunition counter at 300 shots. However, the bullets are the weakest of all of Master Chief's secondary weapon options, doing only minor, non-flinching damage.
**Battle Rifle- A more powerful version of the Assault Rifle, the Battle Rifle has the same range but changes the firing rate from constant to 4 round bursts. These bullets do slightly more damage and have slightly longer range, but the rate of fire has significantly been lowered. While the ammo capacity is technically the same as the Assault Rifle (300 rounds), the 4 round bursts mean that the Battle Rifle can only be fired 75 times in a single stock.
**Shotgun- The powerful shotgun has the shortest range of any of the weapons, firing a burst of a round at close range that does a good amount of damage. It's rate of fire is merely average, and it only has an ammo capacity of 60 rounds, but it provides a good amount of bang for your buck with each shot, provided you are accurate.
**Sniper Rifle- The Sniper Rifle does a large amount of damage (the second most in base form) of any of the weapons, and it also has the longest effective range aside from the Rocket Launcher. The Sniper Rifle however also has the worst rate of fire, and it only has 30 shots to its name, so it is important to make every shot count.
**Plasma Pistol- The Plasma Pistol is unique in Master Chief's arsenal. While in its basic form you can fire it repeatedly by tapping the attack button, holding the attack button will cause it to charge up a shot which does far more damage and knockback than the basic shot from the pistol does. Doing this though, will drain the ammo faster than firing it normally, and with only 60 shots to go around, its the most situational of Chief's secondary weaponry.
**Rocket Launcher- The Rocket Launcher will fire a powerful explosive rocket forward when used, that does massive damage if it scores a direct hit on an opponent (including being a Full Shield Break Hit against most shields) and can also do splash damage to opponents who are nearby the explosion. It flies very fast and is surprisingly hard to dodge despite it being a large projectile. However, Master Chief only has 3 rockets per stock, so use them wisely.
*Final Smash: Spartan Laser- Master Chief will arm himself with the dreaded Spartan Laser, crouching down on the ground and charging the attack. He can aim the attack in any direction, and pressing the special button while the Final Smash is activated will cause him to fire the laser, a quick blast of energy that deals massive damage and knockback to anyone it hits. He can fire the laser up to 3 times or for 4 seconds, whichever comes first, at which point the Final Smash ends. However the timer resets every time he fires the laser, meaning it can last up to 12 seconds, making it one of the longest Final Smashes in the game. Master Chief is invincible while firing the Spartan Laser.
===Miscellaneous===
*Entry Animation- Master Chief busts out of a drop pod that falls onto the stage, knocking down the door with his foot and assuming battle stance.
*Idle Animation 1- Master Chief looks up and then looks down, as if calibrating the sensors in his Mjolnir armor.
*Idle Animation 2- Master Chief messes with his helmet slightly, fixing the audio on his AI chip.
*Side Taunt- Master Chief holds out his palm and a projection of Cortana appears in it. She simply says "Do What You Do Best." before disappearing.
*Up Taunt- Master Chief reloads his pistol while saying "You're going down."
*Down Taunt- Master Chief leans his current secondary weapon against his shoulder and then cracks his neck briefly before resuming battle stance.
*Victory Animation 1- Master Chief reloads his assault rifle and points it at the camera in a pose while saying "Thought I'd try shooting my way out."
*Victory Animation 2- Master Chief lands from the sky and poses with his assault rifle while looking off to the side as he says "We're Just Getting Started."
*Victory Animation 3- Master Chief poses next to a Warthog and says, "Mission Complete."
==Reveal Trailer==
Coming Soon...
Category:Super Smash Bros. Characters
Category:Super Smash Bros. (series)
Category:Smash Plus Characters