Gendum
An Engineer of the shadow group Make your Military was tasked to create an evolution of the Fighting Alloy grunts commonly deployed by MYM. The engineer, somewhat up to the task, came up with the concept of the VX battle mech line. The only VX unit was an experiment prototype created 2 years ago, as the engineer's entrance application into the organization. During the building of VX, a glitch in his AI programing caused VX to create a persona for himself (seemingly overlooked by the engineer) causing it to adapt a masculine similar to the engineer's personality. The engineer responsible for the creation of VX also had a thing for Mobile Suit Gundam, having VX's armor styled after the titular robot, and was fascinated by plasma making VX able to charge enemies with plasma, or siphon plasma away.
Despite being 100% operational, the VX line never went into mass production. Make your Military cited that the VX unit was too costly, and took to long to make, and was NOTHING like the fighting alloy's leaving VX the only battle mech in the series. VX was left hidden in a warehouse in an undisclosed warehouse, seemingly abandoned. The engineer himself
In the year 20XX, VX was reactivated, and the first thing he saw was a masked man, who promptly deactivated his optics. When VX's optics came back online, the masked man was gone, and VX found him self near the ninth base of Make your Military. Now VX finds himself caught up in MYM brawls, fighting for answers and survival.
Stats
Weight: 8
Size: 7
Traction: 5
Falling Speed: 5
Aerial Movement: 6
Jumps: 8
Movement: 8
Speed: 7
Grab Game
Grab
Plasma Extraction
In order to get Plasma stored in a opponent, you'll need to execute Extraction . If VX is 2 Battlefield platforms away, he'll boost that distance in 0.5 seconds and grab the opponent's face. The move has enough knock back to actually knock someone to the ground, regardless of size and weight class. If VX misses the opponent, he'll be vulnerable for 0.3 seconds.
When VX has the opponent in his grasp, he'll drain around 5 units of Plasma over a second automatically, and will be completely exposed during the move. This grab can be used when the opponent is standing up, is stunned on the ground or in mid air.
You can also combine this move with the Nuetral Special, but at the cost of losing the plasma draining aspect of the move.
Forward Throw
Neutral Special
Plasma Power
VX will reach into his chest and extract 2 units of plasma, each unit taking 0.3 seconds to take out. Each Plasma unit will take the form of glowing blue balls of electric fire. Throwing one of these grenades will result in a small shock explosion with a small blast radius, dealing 5% damage with low knockback. Despite the apparently weak attributes, the Plasma Grenade will change completely when you manage to stick an opponent. The attack damage will double to 10% with no knockback. Instead, the opponent will get be bound to the floor, and will be vulnerable for 1 second on the floor. When the attack is charged by holding down the Special input, the two grenades will combine to make a concentrated ball of plasma dealing 15% damage with 2 units added to the opponents meter.
Gendum can't hold them for ever though. Despite harnessing the power of plasma, after holding the grenades for 3 seconds, they'll melt right back into his body, causing 20% damage and stunning him for 0.5 seconds.
This move can be coupled with the grab input, causing a extremely fun variation (or desperate) of the move. VX will start the move as normal, but when the grab input is executed VX will dash to the opponent and stick the grenades on them. But as soon as you land the grenades, they'll instantly explode, causing 15% damage to the opponent with 1 plasma unit added to their meter, while VX will suffer 10% damage, with a plasma unit added back to his meter.
Down Special
Discharge
When VX uses his down special when he has less than 20 units of plasma, VX will create a small circular Shockwave with blast radius being 1 battlefield platform long. Any one caught in the blast will be pushed back another Battlefield platform, regardless of size and weight class, and receive 10% in shock damage.
How ever holding down this input with a full plasma meter will result in a entirely different move. VX's Plasma meter will start to drain, taking 4 seconds to deplete a 20 unit plasma gauge. Protective goggles suddenly cover his optics, and a purplish aura surrounds him granting him super armor and a 50% damage reduction. When you release the down special, every opponent will be inflicted 30% in shock damage, and have their plasma meter completely filled.
Forward Special
Plasma Burn
Tapping the Side Special will cause VX to fly forward, travelling about 2 battlefield platforms. If the player makes contact with anyone, VX will deal 10% damage and transfer a unit of Plasma into the opponent at the cost of one from his meter.
Charging this move on the other hand will have different effects. At the cost of 5 Plasma units, VX will boost half the distance of Final Destination. In this state, VX is temporarily invisible and immune to damage for 5 seconds. But the player themselves cannot attack. The initial part of this move does 0% Damage, so you can pass through opponents in your way. In his place, an after image of the mech will be where VX was.The after image itself is controlled by the character. If any one attacks this after image with a melee move, they will be electrocuted and take 10% damage. In addition to the damage, 4 Plasma units will be added to their meter.
Up Special
Ride the Lightning
Neutral Attack:
Plasma
Forward Tilt:
Up Tilt:
Down Tilt:
Dash Attack:
Forward Smash:
Storm Smasher
Down smash:
Up smash:
Neutral Aerial: Collar Grab
Forward Aerial: Double Drop Kick
Down Aerial: Elbow Smash
Back Aerial: Elbow Lockdown