Movesets

==lana hyrule warriors==
==fjorm==
==rocket league car==
==marnie & morpeko==
==dj octavio==
==octo samurai==
==hariet==
==kris deltarune==
==euden==
==maker mario==
==nabbit==
==cappy==
==mimikyu (taken)==
==ring fit trainer==
==mother beast lusamine==
==flick animal crossing==
==a monster prom character==
==hungry luma===
==dusk lycanroc==
==madeline==
doing something VERY unorthodox with this moveset because i cant get voted out. this is like the third moveset ive made for this character lmao
Madeline is a young girl determined to climb Celeste Mountain, haunted by Part of Herself. With the help of fellow hiker, Theo, and her other half, Badeline, Madeline manages to change her life by climbing the mountain.In Smash, Madeline is a lightweight character who's knocked around easily, but is one of the most mobile character in the game. Madeline's special moves are replaced by dashes, which allow her to move around the stage with ease. However, this means she must rely on her standard, aerial, and smash attacks for KOing opponents. She has a fair few hard-hitting attacks utilising her bag, and her up smash has Badeline emerge and swing her hair tentacles upward. Madeline's attacks use strawberries and Kevin Blocks too.
 
In place of standard special moves, Madeline has dashes. This allows her to propel herself in any inputted direction at shocking speeds, knocking back and damaging any enemies caught in the process. Dashes are infinite on the ground, but Madeline only gets one in the air. However, she is not sent into special fall, so she is free to keep attacking her enemies after dashing into them. Madeline's hair will turn blue after she's dashed in midair, indicating that she's out of dashes.
 
When Madeline is on the ground, she can use her Down Special to use a Refill Gem. This turns her hair pink, granting her one extra midair dash. This effect will wear off as soon as Madeline dashes in the air. This move is fairly quick to execute, but it does leave Madeline vulnerable. In stamina mode, it will heal Madeline slightly.
 
Just breathe. You can do this.The screen briefly turns black, and a single golden feather appears. When it returns, Madeline is now a ball of golden energy, and she dashes back and forth across the screen in rapid succession, much like Sonic's Final Smash. Once finished, this has the passive effect of increasing Madeline's mobility slightly for a few seconds.
==edelgard (timeskip)==
this will contain some spoilers for fe3h. the 2 crests are there because i was gonna have an rng mechanic where her crests could activate randomly but i figure her side special is gimmicky enough.
Edelgard was once a student at the Officer's Academy in Garreg Mach, but now rules the Adrestian Empire. She has declared war against the Church of Seiros, the major governing body of Fódlan, in order to create a world free of the inherent classism they enforce with Crests. Edelgard's will is indomitable and nothing will stop her from achieving this dream.In Smash, Edelgard is a heavyweight character with very low mobility but massive power. She wields an artificial Hero's Relic known as Amyr, which can only be wielded by those with the Crest of Seiros. This axe has heavy knockback and massive power, but the weight of it means Edelgard's attacks are slow. Edelgard's air game is very poor, though she does have decent recovery options.
 
Edelgard charges up a downward swing of Amyr. This deals heavy damage and can break shields when fully charged. Opponents are launched downwards, making it a good edgeguard, or leading into some quicker attacks.
 
Edelgard lunges forward with her axe, as the "mouth" of it opens. If an enemy is caught in this attack, Amyr will close on them, paralysing them in a style much like Ridley's skewer attack. When used in the air, Amyr can grab onto a ledge, acting as a psuedo tether.
 
Edelgard leaps up high, swinging Amyr in front of her as lightning emanates from it. This move can rack up damage, but isn't great for launching. It will also send Edelgard into special fall, and has nearly no horizontal reach.
 
*shoots a row of flames on the ground that has a long reach but only hits those on the ground
Edelgard extends her hand, creating a wave of fire in front of her. This attack has very good horizontal range, but it only affects foes standing on the ground. The effect remains for a while, but Edelgard cannot use this attack again until the flames have dissipated.
 
A Fire Emblem: Three Houses-style critical cut-in appears. Edelgard holds Amyr high into the sky, and lightning strikes it. She then swings it in front of her, with the lightning creating a huge arc. She then goes into a flurry of slices with Amyr, ending with one final blow that creates flames in the shape of flowers to appear.
==a towerfall character==
cock
look i was gonna upload a picture of the vigilante mask skin too but it wont upload
The Green Archer is one of the main playable archers in TowerFall. She claims to have too much common sense to obey the rules, taking on a role as a vigilante thief. She's a skilled archer who can use multiple different arrow types in combat.In Smash, the Green Archer is a midweight character focused on ranged combat. She attacks using her bow and arrows, as well as some kicks using her Speed Boots. Best played from a distance, the Green Archer has a variety of arrow types at her disposal, chosen randomly. She also has a limited inventory of arrows - capping out at 6 - that she must refill through her Shield Special, or collect from the stage if they stick to walls or floors.The Vigilante Thief skin is the default for the Green Archer, though she also comes with a Vigilante Mask alternate costume.
 
The Green Archer kicks open a treasure chest and takes out 6 randomly generated arrows..Standard Arrows have no special properties, and are the most common. The Green Archer starts with these.Bomb Arrows explode upon impact. Heavier than most arrows.Bramble Arrows will sprout painful brambles upon impact with a surface. If they hit an enemy, they'll be stunned and tangled up.Bolt Arrows will deal electric damage, and can change direction mid-flight, turning at sharp, acute angles to home in on an opponent. They take notably longer to fire, though.Feather Arrows are fired almost immediately, and travel extremely fast. They are unaffected by gravity, but don't deal much damage
 
The Green Archer takes aim and fires an arrow. She has full control of where she aims, and will temporarily slow down if used in midair.
 
The Green Archer fires a Trigger Arrow anywhere within 90 degrees of the direction she's facing. Trigger Arrows are heavier than standard arrows, and will stick to walls, floors, or enemies. By using this move again, the Trigger Arrow will be detonated remotely.
 
Wings appear behind the Green Archer, allowing her to do a large jump. Once at the peak of the jump, her descent will be slowed by her wings.
 
The Green Archer catches a projectile thrown at her. Unlike Villager and Isabelle's Pocket attack, the Green Archer takes a small amount of damage, and cannot store the projectile for later. It functions as a regular held item, with her next tilt input throwing the projectile.
 
The Green Archer loads a Prism Arrow and fires it in the inputted direction. This deals great damage and knockback, but the real draw of it is how it traps its target in a purple prism. They are unable to move or attack in this state, and are much heavier, allowing them to be KO'd more easily.
==puffle handler==
PH, the Puffle Handler, is a master on all things puffle-related. She used to work for the Elite Penguin Force as the trainer of the Elite Puffles, but now she spends her time helping young penguins take care of their adorable little pets. She's joined by her own puffle, an Orange Puffle named Pete, who's said to be notoriously hard to train, but is loved by PH nonetheless.In Smash, PH clocks in at a similar height to Peach, but is heavier than you'd expect. Pete sits on her shoulder, though he only helps out in one or two attacks. Her attacks involve her summoning Elite Puffles to help her out in battle, as well as a few unique puffles that weren't specially trained, such as a Rainbow Puffle, a Dinosaur Puffle, or a Deer Puffle. She normally summons them by blowing her whistle or throwing an O-Berry, meaning her attacks are slow to execute.
 
When shielding, PH blows her whistle and summons Pop, a Purple Puffle, to blow a large bubble around her. Similar to Yoshi's shield, PH's shield doesn't shrink, but is very fragile.
 
For her grab, PH throws forward an O-Berry. Loop, a Pink Piffle, appears and uses a lasso to grab the O-Berry, as well as any enemy caught in the crossfire. This grab has good range, but if it's missed, Loop will eat the O-Berry and PH will pet her, leaving them vulnerable.
 
PH blows her whistle, summoning Bouncer, a Blue Puffle. Bouncer juggles snowballs above its head, and throws them on command. These snowbbals are aimed at opponents, but will not home in, and are affected by gravity. Once Bouncer is active, PH can use this move much in much quicker succession.
 
PH blows her whistle, summoning Blast, a Red Puffle. He hops into a cannon and is blasted forward, acting as a dangerous projectile with high knockback, travelling at very high speeds.
 
PH throws an O-Berry upwards, summoning Flit, a Green Puffle. Flit flies toward the O-Berry using its propeller hat, while PH holds on to him from below. This move has high vertical recovery, but very little horizontal recovery, and sends PH into special fall. Flit's propeller will deal a small amount of damage.
 
PH blows her whistle, summoning Chill, a White Puffle. She blows her icy breath forwards, freezing anybody caught in the wind. In addition, the ground in front of where this attack was used will be icy for a short time.
 
 PH throws an O-Berry forward, and a Rainbow Puffle comes zooming after it, going in a straight line across the screen. The enemy is then transported to the Puffle Wilds, where they're stampeded by puffles of all colours and types. At the end, PH's Orange Puffle, Pete, will lick the enemy, sending them flying.
==ajna==
Ajna is a young girl from the village of Ashwat, who finds out she's inexplicably linked to the goddess Kala. After accidentally waking her, Ajna must venture to the peak of Mt Sumeru to seal away the destructive goddess once and for all.In Smash, Ajna is about the height of Luigi. She's a midweight fighter with a lot of variety in her moveset. She's a close-range fighter, though she does come with one or two ranged attacks. She has a focus on stringing together combos - to the point where her combo number will appear, but that's purely cosmetic. Ajna attacks mainly using her fists and axe, which she can summon from her Inner Realm at any time. She also utilises a spear, which has slightly longer range, but is not as powerful. Her down tilt is a sweeping kick that moves her forward, and her up and down aerials are references to her Barnacle Grip and Scallywag Spring moves, respectively. In addition, her parry animation is pulled from Indivisible's perfect guard.
 
Ajna's forward aerial has her swinging forward with her axe. If this move comes in contact with the side of a stage or a wall, Ajna can hang on to where her axe lodges in for a short time.
 
Ajna aims her bow and fires. This deals light damage, but can be executed extremely quickly, and even slows her descent in midair. If this move is charged, a small flower will bloom on the arrow, turning the move into Nature's Embrace. Enemies hit with this move will be temporarily coated in vines, stunning them and even freezing their movement in midair.
 
Ajna turns into her blue Heruka form and throws a spear forward. It doesn't fly very far, but it deals a fair amount of damage despite lacking in knockback. If the button is tapped quickly, Ajna will turn into her red Maha Heruka form and use Goddess Hand. This move creates a fist in front of Ajna that deals a high amount of magic damage, but leaves Ajna very vulnerable.
 
When used on the ground, Ajna will use her spear to launch herself upward. This does not deal any damage, but it gains more height than a standard jump would. In the air, however, Ajna turns into her Maha Heruka form and leaps upward with her blade arm extended. Its recovery is admittedly pitiful, though she gains more height with every opponent she hits.
 
On the ground, Ajna will turn into her Heruka form and perform a corkscrew dive in the direction she's facing. A quick move with a lot of versatility that deals consistent damage. If Ajna uses her down special in the air, she will use World Splitter, where she comes crashing downward with her axe in hand in her Heruka form.
 
*transports enemy into her inner realm where razmi dhar thorani and baozhai lead the attack. cameos from the rest of the compulsary incarnations
An enemy directly in front of Ajna is transported into her Inner Realm, where a cutscene ensues. Razmi, Dhar, Thorani, and Baozhai stand over the opponent, and the rest of Ajna's story-mandated Incarnations attack. The opponent is then transported back to the battlefield and launched.
==dusknoir==
*attacks w his "mouth"
*very tricky and manipulative character
Dusknoir is a world-renowned explorer, who enlists the help of Wigglytuff's Guild to track down the thief Grovyle. At least, that's what he wants you to think. Dusknoir is a master manipulator, secretly working for Primal Dialga and preventing Grovyle from restoring time to normal.In Smash, Dusknoir is a heavy, but floaty character. His attacks seem to have a lot of weight to them, but he's built more around building up damage over time rather than strong knockback. His side special, Destiny Knot, is especially devious, playing into his tricky nature. Some of Dusknoir's more powerful attacks involve the mouth on his chest opening up and chomping down on enemies.
 
Any attacks used against Dusknoir will "stale" twice as fast. It's a subtle aspect, but it's a very good thing to keep in mind when battling Dusknoir.
 
Dusknoir reels back for a moment, then delivers a punch forward, coating in dark energy. Similar to Falcon and Warlock Punch, but deals more damage, with significantly less knockback. Has a charge time somewhere in the middle of the two moves, and has Dusknoir move forward a fair bit.
 
Dusknoir opens his mouth and holds his arms forward, and a small wisp of darkness appears. If an enemy is caught in this attack, a small purple thread will link them to Dusknoir for the next 20 seconds. During this time, the target will suffer half the damage they deal to Dusknoir, but none of the knockback. This effect is cut off early if one of the characters is KO'd. The initial attack has a small hitbox, making it a difficult attack to land, but well worth it.
 
Dusknoir leaps upward, twirling and surrounded by a black energy. If he comes in contact with an opponent, Dusknoir will hold his hands to their head as dark energy shocks them. This move deals extra damage depending on how much damage the target has dealt to Dusknoir within the last 30 seconds. Using this move will reset the timer, even if it does not make contact.
 
Dusknoir opens his mouth and emits a pulse of dark purple energy. This blast hits both sides of Dusknoir, at about 2/3 the height of Kirby. If it hits an enemy, they will be dealt damage and fall to the ground in a state similar to that inflicted by Ridley's down special. Dusknoir is left very vulnerable after using this attack, though.?center>
 
Dusknoir opens a Tunnel of Time in front of him, sucking in any enemy within range. This triggers a cutscene where up to 3 targets are tied up against pillars, as a group of Sableye savagely attack them with their claws. They are then launched back out of the Tunnel of Time.
==impa==
Impa is the advisor for the royal family of Hyrule, and a member of the Sheikah Tribe. She plays an integral role in the war against Calamity Ganon, and once Hyrule fell, she would retreat to Kakariko Village where she becomes the village elder.In Smash, Impa is a midweight with floaty properties. She's quick both on the ground and in the air. Impa's attacks are more focused on racking up damage than they are at launching, with her few launch-focused moves having a large amount of start-up and end-lag to them. She attacks mainly with her kunai, and some of her stronger attacks have fire properties. Impa's gameplay revolves around getting quick combos and setting up Afterimages to boost your attack power.
 
Impa can create Afterimages during her Smash Attacks to deal extra damage and get additional range. A holographic blue clone of Impa will be created on either side of her, copying her movements exactly. A clone can be disposed of with even a simple jab, making Impa's attack less powerful.
 
Impa jumps into the air and throws several kunai down in front of her, attacking with fire porperties. A gust of wind then lifts Impa into the air, where she opens her paraglider. Impa can either descend slowly, or crash down to the ground, dealing damage to foes. If used in midair, Impa will simply throw kunai.
 
Impa does a hand gesture, summoning four Sheikah cards suspended in midair. From these cards, a powerful gust of winds is created, pushing opponents back a set distance, irregardless of their percentage.
 
Impa disappears in a burst of blue energy, leaving her hat floating in the wind. The hat will be blown in the direction inputted, and Impa will reappear, putting her hat back on. This move has very good range, but deals no daamge.
 
A blue glow fills thr ground below Impa, and a piece of Sheikah lettering appears, creating a clone of Impa by her side. Afterimages will mirror Impa's actions exactly, giving her additional range and extra damage output. They can be easily defeated, leaving Impa on her own once again. A maximum of 3 can be created at a time, and this move has significant execution time.
 
Impa creates the sign of the Sheikah in front of her, trapping opponents in it. From there, Impa creates 8 clones of herself in a circle around her target, who shoot a laser at the target, followed by Impa herself delivering the final blow and her clones shattering, sending opponents flying.