Madotsuki

> *A very mysterious girl to be sure, not much is known about Madotsuki. All that’s really concrete about her identity is that she is a very vivid dreamer, commonly seen exploring her dreams and collecting various ‘Effects’ that assist her to collect even more Effects, all connected to the Nexus, a sort of other home for Madotsuki. While exploring her dreams one day, however, she found something that intrigued her, and was unlike anything else she had seen throughout her dreams. Once she got close to it, she suddenly woke up in a very, very different area, a place that wasn’t her home. She ended up being one of the many victims of the Cross, and happened to awaken in a very colorful room, a place that another mysterious, dreaming child happened to be far more experienced with, though he knew he wasn’t where he thought he was. Together with the boy, Madotsuki went off to find any other Effects in this new world she found herself in, and hopefully find a way back to her home.‘'*
>
> *Madotsuki’s description*

***Madotsuki*** is a playable character in *IndieVisible*, being the sole representative of the Yume Nikki series. In ‘’IndiVisible’’, Madotsuki utilizes the various effects she uses throughout her game in her moveset.

## Playstyle

Madotsuki is a rather unique character, for lack of better word. Many of her attacks are quite different from one another, with some being strong, slow attacks, fast, combo-oriented moves, disjointed, long-ranged attacks, or projectiles, among many others. This makes Madotsuki a fairly unpredictable character due to how varied her moveset is, making her have the ability to deal strong combos and approach options just as well as use powerful KO moves and strong, yet slow, abilities. This also applies to her special attacks, as well, as they are incredibly different from one another, serving a variety of purposes and niches, making Madotsuki one of the most versatile characters on the roster.

A good example of this would be Madotsuki’s neutral special, Medamaude. This move works as a sort of command grab, which is quite uncommon for characters with Madotsuki’s weight class. Of course, being a command grab, it has several uses for Madotsuki, being a combo-starter, good for positioning, or even a KO move at high enough percentages.The main unique factor of this move is that, instead of moving or jumping when Madotsuki grabs an opponent, she instead teleports forward or behind her before damaging and throwing the opponent away. This makes for a useful move for positioning, as unlike most command grabs, Madotsuki can choose when exactly she can land before tossing the opponent away. She can’t teleport onto platforms or higher elevation, but this can be mitigated if Madotsuki launches the opponent onto a platform, leading to possible follow-ups. If she grabs the opponent in the air, she instead leaps forward before landing on the ground and throwing them away, acting as a more traditional command grab. If done at the right area, this can be used to assist in recovery, though it is incredibly risky to try and grab an opponent off stage to plummet to the bottom blastzone, as more often than not, Madotsuki will be KOed before the opponent.

Madotsuki’s side special, Yuki-onna, is one of the few attacks in the game that can freeze opponents, already making it a fairly dangerous move. It has some great control and, if the button is mashed while in the air, Madotsuki will ascend upwards, assisting in recovery. That, combined with its freezing properties, makes this a fairly reliable recovery move, though the end-lag is quite noticeable and punishable. The time an opponent is frozen for varies, with the opponent being frozen for longer at higher damage percentages. By mashing buttons, the opponent can be unfrozen faster, but at high percentages, it still may not be enough to keep Madotsuki from capitalizing on the opponent’s vulnerability and getting a combo or KO out of it.

Madotsuki’s up special, Witch Incarnate, is a fairly unique recovery move. When initially inputted, Madostuki will shoot up into the air at a slight angle, damaging and pushing back nearby opponents as a quick ‘get-off-me’ tool. From there, Madotsuki can be angled upwards and downwards to gain vertical height or descend, almost as if she’s gliding. Moving upwards grants Madotsuki vertical height, but gradually slows her down, meaning that a good amount of speed is required in order to reach a good vertical distance. Moving downwards, meanwhile, will make Madotsuki fly downwards with her speed increasing rapidly. Once Madotsuki loses all speed, gets hit, or lands on the stage, she exits this mode. This is mainly used for horizontal recovery due to its relatively unreliable vertical properties, with it being easy to punish and hard to use properly.

Madotsuki’s down special, Spirit Headband, is another unique ability of her’s. When used, Madotsuki is temporarily invincible and intangible for 4 seconds. This means for as long as the move is active, Madotsuki cannot be hit or knocked back by any attack. The main drawback of this ability is that Madotsuki cannot attack or knock back opponents herself, meaning this move is far better for defensive purposes than offensive purposes. It can be used after a recovery to keep herself safe temporarily, or off stage to bait opponents and potentially cause them to SD. If one plans carefully, Madotsuki can also use this move as an anti-zoning option in order to approach opponents. After the 4 seconds are up, Madotsuki cannot use this move again for 12 seconds, meaning good timing is key for getting the most out of this move.

Despite her strengths in versatility and recovery, however, Madotsuki still has her flaws. Madotsuki is a lightweight, meaning that although she is quite mobile, she can be launched easier than most other characters on the roster. Unlike most other lightweights, however, a few of her attacks are quite slow and punishable, and considering Madotsuki’s lightweight nature, she is even more at risk when any of her attacks whiff or get dodged This is especially true for her specials, as they either have slow start-up or are punishable with their high end-lag.

Overall, Madotsuki is a very versatile character, with many of her moves and abilities being very different from one another, yet when used together, can make for a deceptively powerful character. Even when considering her flaws, Madotsuki can excel at nearly any range or situation thanks to her vast array of abilities.

## Moveset

### On-screen Appearance

* Madotsuki floats onto the stage holding a pink balloon

### Taunts

* **Up Taunt** - Madotsuki uses the Cat effect as she claws at the camera.
* **Side Taunt** - Madotsuki sneezes.
* **Down Taunt** - Madotsuki squishes up and down with the Squish-Squish effect.

### Block Animation

* Madotsuki pulls out an umbrella and covers herself.

### Idle Poses

* Madotsuki dozes off before pinching herself, waking up.
* Madotsuki daydreams before shaking her head.

### Victory Pose

* Madotsuki pinches herself before fading away from the screen.

## Win Quotes

Madotsuki is a silent character, and thus lacks win quotes of any kind.

## Arcade Mode Route

Madotsuki's Arcade Mode route is titled '**’BOUND BY DREAMS***.*

Like all other Arcade Mode routes for other characters, there is unique pre-fight banter before each fight.

## Trivia

* Madotsuki's codename is **Cloud**, referencing the term 'Head in the Clouds' and how Madotsuki travels through Yume Nikki via dreaming.
* Similar to The Imposter, Madotsuki's second costume, Urotsuki, originates from a fan made creation, being *Yume 2kki*, a fan sequel to *Yume Nikki*.
* Much of Madotsuki's moveset is directly inspired from her moveset in *Smash Bros. Lawl*, a fan-made parody of the *Super Smash Bros.* series created by YouTuber *Chincherrinas*
* Madotsuki is one of few characters to lack unique post-fight dialog, simply saying "...". She shares this detail with The Knight, Henry Stickmin, Carrion, OMORI, Hat Kid, Brad Armstrong, Quote, Isaac, and The Lost.