Nexus Heroes / Delta

Delta is a playable character in Project Nexus, hailing from the Bioshock series. He is based around his only appearance in the series, Bioshock 2, where he's the main playable character of the game. 
==Who is Delta?==
=== THE BODYGUARD===
Little is known about Johnny Topside, the man who traveled to the utopical underwater city of Rapture, but never made it back. Imprisoned and used as a test subject for a new experimental procedure within the city, Johnny was stripped of his humanity and turned into a Big Daddy, a hulkling monster whose entire existence revolved around protecting a Little Sister, young girls tasked with gathering the precious substance known as ADAM around Rapture. Now known as Subject Delta, this deadly guardian angel is on a quest to reunite with his Little Sister, Eleanor, with which he shares a bond as deep as the one between a father and his daughter.
==Gameplay ==
===Overview===
Delta is a large, super heavyweight fighter, by far the heaviest in Nexus Heroes. This means he can survive at very high percents, and he can take without much troubles even the most powerful hit. His raw strength is just as impressive, as Delta is easily capable of KOing lighter opponents at very low percents with a well placed hit. Of course, to compensate, his attacks are also particularly slow, and his massive size makes him a big and easy target, especially when he's at the receiving end of combos.
A noticeable feature of Delta which makes him a real menace at close range is his oversized and deadly Drill. Players can manually activate it by mashing or holding certain Normal Attacks, which will extend the duration of the hit by making the Drill spin. However, there is a limit to how much these attacks can be used, in the form of a "Fuel Bar", like the one in Bioshock 2. Aside from this, Delta has very powerful and hard hitting Specials, such as his command grab Side Special or his are of effect shockwave Down Special. With Neutral Special, however, comes another trick up Delta's sleeves : a Plasmids wheel. By holding down the button, a wheel will be displayed over Delta, and players can select one of several Plasmids to use. These range from simple projectiles to stage traps, and they can prove quite useful in combat. This character is however also burdened with a poor recovery, which can however be made better with a smart use of one of his Plasmids, Cyclone Trap. 
*DRILL : Near Delta's Damage Display Icon, a "Fuel Bar" is shown, which indicates how much fuel his Drill has before it runs out. The fuel can be used by mashing or holding certain Normal Attacks to have Delta spin his Drill and greatly extend the duration of certain attacks, as well as dealing multiple hits and causing immense Shield damage. Every time a Drill Attack is used, the Fuel Bar starts to empty, and once fuel completely runs out, no more Drill Attacks can be used until the Bar recharges. This happens automatically when these attacks are not used, however the charge time is pretty slow compared to how quickly the Fuel Bar drains. This means players must make a smart use of these attacks, as spamming them without thought might prove to be a waste.
===Movelist===
  	Name  	Description
Neutral Attack, 	Drill Hook 	A hook with his right hand, followed by a straight hit of his Drill. The second hit is a Drill Attack, so mashing or holding the input will make this move be out longer by having the Drill spinning, trapping opponents in multiple hits.
Dash AttackDash, 	Body Tackle 	Hits with a powerful shoulder tackle, similarly to his Up Special.
Side Tilt 	Drill Stab 	Steps forward, stabbing his Drill in front of himself. This is a Drill Attack, so mashing or holding the input will make this move be out longer by having the Drill spinning, trapping opponents in multiple hits.
Up Tilt 	Iron Uppercut 	Swings his Drill upward in a wide arch, launching opponents into the air.
Down Tilt 	Piercing Drill 	Stabs his Drill forward, low to the ground. This is a Drill Attack, so mashing or holding the input will make this move be out longer by having the Drill spinning, trapping opponents in multiple hits.
Forward Strong+ 	Drill Strike 	Charges up his Drill, then stabs it forward, similarly to his Side Tilt. This is a Drill Attack, though it acts differently from the others : while charging, the Drill's fuel will preemptively be drained for as long as the attack is charged for, to then be released as a powerful Drill Attack. However, the Drill's hitbox is also active while charging the move.
Up Strong+ 	Upper Drill 	Works similarly to his Forward Strong attack, with the same attributes for the Drill Attack, though the Drill will be pointed directly above himself, working great as an anti-air tool.
Down Strong+ 	Drill Sweep 	Charges up his Drill, then swings it low to the ground in front and then behind himself. It's a Drill Attack which however only acts during the charge, as the two subsequent hits cannot be extended.
Neutral AerialAirborne	Guardian's Cyclone	Performs a 360° body spin with his Drill outward, which acts as a powerful sweetspot.
Forward AerialAirborne	To the Bottom 	Swings his Drill in an arch from high to low in front of himself, slamming opponents to the ground.
Back AerialAirborne 	Back Drill Strike 	Rotates his torso and stabs his Drill forward for a poweful hit. This is a Drill Attack, so mashing or holding the input will make this move be out longer by having the Drill spinning, trapping opponents in multiple hits.
Up AerialAirborne 	Skyward Drill 	Points his Drill upward, stabbing above himself. This is a Drill Attack, so mashing or holding the input will make this move be out longer by having the Drill spinning, trapping opponents in multiple hits.
Down AerialAirborne 	Drill Excavation 	Stabs his Drill downward, hitting directly below himself. This is a Drill Attack, so mashing or holding the input will make this move be out longer by having the Drill spinning, trapping opponents in multiple hits.
Grab 	Grab 	Holds the opponent by the neck with one hand.
Pummel, 	Iron Headbutt 	Headbutts the opponent.
Forward Throw, 	Bounced 	Hits the foe with a powerful swing of his Drill, launching them away.
Back Throw, 	Knightly Fury 	Slams the opponents behind himself to the ground, making him bounce off the floor, then hitting them again with a powerful body check, which knocks them backwards.
Up Throw, 	Up To the Skies 	Holds up the opponent and stabs his Drill into them, dealing multiple hits before the opponent is launched upward.
Down Throw, 	Stomped 	Slams the opponent to the ground, then stomps their head with one foot.
Floor AttackGrounded >	Wrecking Drill 	Stand back up on one knee, then swings his Drill low to the ground forward and punches behind himself with the other hand.
Edge AttackLedge > 	Charge Roll 	Rolls along the floor, then stands back up.
NEUTRAL SPECIAL 	Plasmids Wheel 	Holding down the button will open up a Plasmid Wheel over Delta, which can be navigated with the control stick. five Plasmids can be selected, and they will be automatically used when, once hovering over them with the control stick, the button is released. Tapping the button down will have Delta rapidly fire the last selected Plasmid, or Electro Bolt by default. The Plasmids are :
*ELECTRO BOLT : Fires an electric bolt in front of Delta which travels a short distance and briefly stuns whoever is caught with ELECTRIC* type damage. It has a bit of startup, so it's pretty easy to see it coming.
* INCINERATE! : Produces a short ranged burst of flames, which causes a fiery explosion if an enemy is within the range of the Plasmid, and is dealt FIRE* damage.
* WINTER BLAST : Produces an icy cloud in front of himself, which briefly FREEZES* whoever comes in contact with it.
*CYCLONE TRAP : Places a Cyclone Trap which hovers in front of Delta (on the ground, or on thin air if used while airborne), and whoever steps over it, including Delta, will be sent upwards with a powerful WIND* effect.
*INSECT SWARM : Sends out a swarm of bees, which travel slowly for a medium distance and deal multiple hits when coming in contact with an opponent.
Whichever Plasmid was used last will be visible on Delta's hand : a fire, electric, icy or windy aura is seen if he used Incinerate!, Electro Bolt, Winter Blast or Cyclone Trap, while a swarm of insects will fly around his hand if Insect Swarm was used. This better allows opponents to read which attack might come out next.
SIDE SPECIAL 	Chokeslam 	Dashes forward for a good distance, making a grabbing motion with his right hand. If he catches anybody, he'll grab them by the throat and slam them to the ground in front of himself, making them bounce off, dealing great damage, as well as potentially opening up the opponent for a following hit at lower percents. It works similarly when used in the air, though the initial dash has a much shorter reach, and once an opponent is grabbed, Delta will dive to the ground with them, slamming them on the floor, and potentially out of the stage, resulting in a double KO. However, doing this will have Delta die immediately, while the opponent will still have a chance to recover back to the stage.
UP SPECIAL 	Charge 	Charges diagonally upward with his shoulder, dealing great damage upon contact with an enemy. It's a great anti-air attack, and has good power, but it's a pretty weak and exploitable recovery move, due to the relatively short distance it travels and how linear its trajectory is.
DOWN SPECIAL 	Shockwave 	Slams his Drill to the ground, producing a powerful shockwave around himself. The slam can also be charged to produce an even more powerful shockwave with more range.
FINISHER 	Enraged 	Delta will roar, consumed by rage, and the light on his visor will turn red. In this enraged state, which lasts for about 10 seconds, Delta is much faster and has constant Super Armor, and all of his attacks deal much more damage and knockback, turning him into an unstoppable killing machine.
===Intro Animation===
Steps out of a Vita-Chamber and roars while flexing, while the chamber disappears into the ground.
===Taunt===
Roars while menacingly revving up his Drill. This taunt consumes a small portion of the Fuel Bar.
===Idle Poses===
*Raises his hand, emitting a different effect depending on which Plasmid is currently in use.
*Looks down, then scratches the ground with his foot, as if realizing he stepped in something.
===Quotes===
All of Delta's quotes are taken directly from the sounds he and other Big Daddies make in the Bioshock series.
===Victory Poses===
*UP : A Little Sister is seen happily climb up Delta's arm while giggling, then sits on his back. The two will then look into the camera, with Delta holding up his Drill.
*SIDE : Delta's Drill is seen spinning, aimed at the camera. He'll then stop it, and raise it into the air victoriously while roaring.
*DOWN : A Little Sister is seen playing with some toys. She'll then be startled by something off camera and gasp. Then, Delta will rush into view, pointing his Drill while roaring and looking around, ready to protect the child.
==Arcade Mode==
In the first round of his Arcade Mode, Delta starts with a one-on-one fight against Aloy, another character who makes ample use of various elements to fight, akin to Delta's own Plasmids. Specifically, they both use Fire, Ice and Electricity. The second round is against an army of Peashooters which, like Big Daddies, are a species, rather than an individual character. 
After completing a Bonus Stage, Delta fights two opponents : Spyro and Undyne. These two each represent the two cities in the Bioshock series, with Undyne representing the undersea Rapture (being a fish) and Spyro representing Columbia, the city in the sky (as Spyro is able to fly). After that, Delta faces Cloud, who is another 'bodyguard' of sorts, as he protects Aerith much like Delta protects Eleanor. 
And once Delta completes the second Bonus Stage, he'll go from fighting another bodyguard to facing two other dads : Kratos and Geralt. After beating them, he faces his Rival, Cole. The battle is titled "The Moral Dilemma", as a nod to the fact that both Delta and Cole hail from series known for featuring moral choices that can affect the course of the game. inFAMOUS features choices that Cole can take during the game and which influence his appearance and powers, while Bioshock mainly relies on the Harvesting or Sparing of the Little Sisters to determine a "good" or "bad" ending for the player. 
Round 	Opponent 	Stage 	Music 	
1 	Aloy 	Boneyard Casino 	Getting Stronger	
2 	Peashooter
 Peashooter
 Peashooter	Lake of Nine 	Mind The Cyclops	
Bonus Stage 1	Bonus Stage 1	Bonus Stage 1 	Bonus Stage 1 	Bonus Stage 1
3 	Spyro
 Undyne	Pilot's Gauntlet 	SERE Kit 	
4 	Cloud 	Mêlée Island 	The Lookout 	
Bonus Stage 2	Bonus Stage 2	Bonus Stage 2 	Bonus Stage 2 	Bonus Stage 2
5 	Geralt
 Kratos	Magic Crafters 	Dragon Shores 	
6 	Cole
(Rival Battle)	Empire City 	Cole MacGrath 	
7 	Kerrigan 	Kerrigan's Leviathan	Conscience 	
==Alternates==
===Alternate Colors===
*BLUE : Default appearance, based on his appearance in Bioshock 2.
*RED : Based on the Elite Big Daddies from the Bioshock series.
*ORANGE : Based on a Big Daddy Rosie, from the Bioshock series.
*WHITE : Based on the color scheme Delta's suit has from the twisted perspective of a Little Sister.
===Alternate Costume===
File:PN DELTA RENDER.png|"Default" Costume
File:PN DELTA ALT.png|"Lancer Type" Costume
 
*Default : Based on his appearance in Bioshock 2.
*Lancer Type : Based on a Lancer, a type of Big Daddy seen in Minerva's Den, a DLC storyline of Bioshock 2.
==Trivia== 
*Delta is the only character in Nexus Heroes to only appear in one title from a series with multiple entries.
Category:Project Nexus
Category:Project Nexus / Movesets
Category:Movesets