KidSmash
Smash Journeyman
The Black Knight
^^^MAJOR PROPS TO BANE AND ILLIDR FOR PIC^^^
I personally think this character would be a great smasher (literally), especially if they put Ike in. Powerful and heavy, yet a rapid slasher, this sword-user might make a great hit on SSBB.
THNX TO LUNADIS FOR THIS AWESOME MOVELIST:
Basics
A: Dark Initiative
Black Knight swings the sword over head down to the ground. This move has a fixed knockback.
AA: Cleave
Dark Knight brings the sword back and then rises it in a quick movement while the opponent is still stunned. This also has a fixed knockback.
AAA: Mutilate
After bringing up his sword, Black Knight's other hand joins the sword and he brings it down one last time with tremendous force. This attack hits the opponent downwards on a low trajectory. If the opponent is at a high percentage and near the ledge, it could possibly be fatal.
Forward Tilt: Smite
Black Knight shoves the hilt of his sword forward rather quickly, resembling his shoving animation in-game. While it's not powerful, it gives him some control over faster opponents.
Up Tilt: Valiant Strike
In a single rotation, the Black Knight lifts his sword back and then swings it forward in a simple advance
Down Tilt: Cripple
Black Knight swings the sword horizontally angled at a low height. It's his fastest sword attack. It hits foes at a low trajectory so it can be used to edge guard.
Dash Attack: Frontline Combat
Black Knight spins Alondite to his side then thrust it out. Getting hit by the rotation from the front will keep you in place for the thrust, getting hit by the rotation from the back will push you away too far to land an attack on Black Knight.
Smash Attacks
Forward Smash: Luna
Black Knight's ability in game! Black Knight makes two quick horizontal swings and then one last powerful diagonal downwards swing while advancing forward. To make this unique, if you shield this attack, 50% of it's damage will carry on through the shield but will not cause flinching. (Since Luna ignores defense in game.) This also pushes shielders away too far to counter attack. To balance this, if the foe is out of range or rolls behind Black Knight, he can be severely punished. This is easy to do since like almost all of Black Knight's attacks, it it slow.
Up Smash: Spire
Black Knight brings out a lance and strikes straight upwards. The player can hit A again to have Black Knight rotate the lance and push it out. The first stab pulls the foe in slowly to set up for the rotation part of the attack, which is a multihit. After Black Knight pushes it out, the foe goes flying. This could possibly be the most unwieldly yet powerful smash attack in the game. Since it's entirely vertical and has long range, it's best used on people who try to pass over Black Knight's head to make them regret it severely.
Down Smash: Nightmare
Black Knight flips Alondite to point down, and with all of his weight plants it into the ground. This immediately results in an explosion of dark flames on all sides. This would actually hit foes straight up.
Specials
B: Dark Crasher
A very brutal attack. Dark Knight puts the sword to his side and steps back. He begins to charge up dark energy. After releasing, he steps forward and swings the sword. If a foe is struck with this, they fall down to the ground stunned. The stun time depends on how long this was charged and on how high their percentage was. To give a scale, if the foe was above 100% when this was used, they'd be stunned for 2 seconds. If it's fully charged, 8 seconds. (So you're pretty much dead.) Using this on an already stunned foe will just send them flying on a low trajectory but at limited distance, to encourage Black Knight users to be more creative. It is also to be noted that Black Knight is immune to flinching during the actual swinging animation, but not the charging animation.
B Up: Warp Powder
We all saw this coming. Black Knight throws a dark, purple-ish hazy powder over head and starts to vanish. This comes out just a bit faster than Zelda's recovery but has half the distance. Of course Black Knight can choose which direction he goes. Two things make this different. If a foe was near Black Knight when he used this, they can hold a direction and warp as well! If Black Knight lands on the ground after using this from a high distance in mid air, his heavy armor will cause him to studder. If he reappears at a similar height from where he warped, there will be no delay at all. The reason for this is to give Black Knight a better way to approach to make up for his horrible movement speed. Though since there is still an initial animation involved, he'll have a hard time warping while being pelted with projectiles. Unlike other heavyweights, since this is a teleportation move, Black Knight does not get any flinch immunity while using this.
B Forward: Grinder
Alondite strikes the ground. This sends a really fast energy wave across the stage floor. This can be charged but not stored. The size of the energy wave depends on how long it was charged, the maximum height is roughly half the height of Black Knight. The startup animation isn't too bad, but has the longest delay for a projectile. Not a horribly long delay, but about twice as long as Samus after firing a charged shot.
B Down: Counter
Black Knight quickly brings his cape infront of him with his left arm for 2 or 3 seconds. If Black Knight is attacked during the first second, he blocks the attack and one of two things happen depending on the enemy's location
If Black Knight is attacked at close range, his left arm swings out to stun them and then he swings his sword horizontally. The stunning attack is equivelant to half of their original damage but the swing itself is a powerful attack on it's own.
If it's a projectile, Black Knight pulls out a javelin from his cape and throws it at where ever the attacker is. The javelin is easy to dodge, but keeps the foe occupied for an approach.
Aerial Game
Jump: Black Knight has the longest jumping delay and a horrible jump height.
Neutral Air: Clearance
Black Knight pulls out a lance and spins it at his side. This isn't that powerful, but it can help him recover or make distance.
Forward Air: Domination
Black Knight does a full horizontal spin with the sword out. It hits like Link's spin attack in SSB64.
Up Air: Puncture
Black Knight turns to the side and looks up, swinging his sword back and forth over head. This actually hits the foe to the side depending on when they got hit.
Down Air: Swipe
Black Knight turns side ways and looks downwards as he pulls his cape across himself, then swings his arm out. This spike comes out somewhat fast and has a wide area, but it's short ranged.
Back Air: Brutal Fist
Black Knight leans to the side as he rams his fist behind him. Short ranged but powerful.
Grab Game
Black Knight's grab speed is about average. He grabs the foe by their head.
Grab Attack: Skull Crusher
Black Knight cringes his hand. It doesn't actually collapse their skull, though. xD
Forward throw: Finisher
Black Knight holds them out and slashes them away with a horizontal slash.
Down Throw: Slam
Black Knight slams them face first infront of him.
Up Throw: Impale
Black Knight holds them up and shoves the sword right into their center, sending them up.
Back Throw: Grounder
Black Knight brings his sword up and bashes their head with the hilt. This send the foe behind him.
Final Smash
Final Smash Idea 1: Ebon Cyclone
Black Knight begins to spin around faster and faster while holding out Alondite, creating a cyclone of dark energy around him. This pulls all enemies on the stage towards Black Knight with great force, depending on their distance. If they make contact with him, they're hit for tremendous damage. It last for 12 seconds and Black Knight can slowly move while using this.
Final Smash Idea 2: Destructive Wave
Black Knight plants Alondite into the ground and sends a tall wave of dark energy to both sides. This is very difficult to avoid, but easier to dodge if Black Knight was on lower ground prior to using this.
Final Smash Idea 3: Chains of Terror
Two magical ebon chains appear on the side of the stage and begin to home onto the nearest opponent for 15 seconds. If either makes contact, the other chain will join that one and wrap around the victim. Black Knight then does a powerful jump slash on the victim to send them flying.
Miscellaneous
Taunt
One of the most memorable quotes. Black Knight raises his sword and glances before him questioning "Do you want to die?". For a better understanding, watch this. He could also say "Is that all?" or something like that.
Victory Pose 1
He puts Alondite into his scabbard and takes off his helmet to reveal his true identity,
. He could possibly then say "I live to serve the Goddess.", as she gave him everything he has.
Victory Pose 2
He spins Alondite around and then thrusts the tip into the ground, igniting dark flames around him as his hands rest upon the handle.
Victory Pose 3
He swings horizontally twice and then raises the sword towards the screen, possibly followed by the words "None shall pass"..
so, what do you think?
^^^MAJOR PROPS TO BANE AND ILLIDR FOR PIC^^^
I personally think this character would be a great smasher (literally), especially if they put Ike in. Powerful and heavy, yet a rapid slasher, this sword-user might make a great hit on SSBB.
THNX TO LUNADIS FOR THIS AWESOME MOVELIST:
Basics
A: Dark Initiative
Black Knight swings the sword over head down to the ground. This move has a fixed knockback.
AA: Cleave
Dark Knight brings the sword back and then rises it in a quick movement while the opponent is still stunned. This also has a fixed knockback.
AAA: Mutilate
After bringing up his sword, Black Knight's other hand joins the sword and he brings it down one last time with tremendous force. This attack hits the opponent downwards on a low trajectory. If the opponent is at a high percentage and near the ledge, it could possibly be fatal.
Forward Tilt: Smite
Black Knight shoves the hilt of his sword forward rather quickly, resembling his shoving animation in-game. While it's not powerful, it gives him some control over faster opponents.
Up Tilt: Valiant Strike
In a single rotation, the Black Knight lifts his sword back and then swings it forward in a simple advance
Down Tilt: Cripple
Black Knight swings the sword horizontally angled at a low height. It's his fastest sword attack. It hits foes at a low trajectory so it can be used to edge guard.
Dash Attack: Frontline Combat
Black Knight spins Alondite to his side then thrust it out. Getting hit by the rotation from the front will keep you in place for the thrust, getting hit by the rotation from the back will push you away too far to land an attack on Black Knight.
Smash Attacks
Forward Smash: Luna
Black Knight's ability in game! Black Knight makes two quick horizontal swings and then one last powerful diagonal downwards swing while advancing forward. To make this unique, if you shield this attack, 50% of it's damage will carry on through the shield but will not cause flinching. (Since Luna ignores defense in game.) This also pushes shielders away too far to counter attack. To balance this, if the foe is out of range or rolls behind Black Knight, he can be severely punished. This is easy to do since like almost all of Black Knight's attacks, it it slow.
Up Smash: Spire
Black Knight brings out a lance and strikes straight upwards. The player can hit A again to have Black Knight rotate the lance and push it out. The first stab pulls the foe in slowly to set up for the rotation part of the attack, which is a multihit. After Black Knight pushes it out, the foe goes flying. This could possibly be the most unwieldly yet powerful smash attack in the game. Since it's entirely vertical and has long range, it's best used on people who try to pass over Black Knight's head to make them regret it severely.
Down Smash: Nightmare
Black Knight flips Alondite to point down, and with all of his weight plants it into the ground. This immediately results in an explosion of dark flames on all sides. This would actually hit foes straight up.
Specials
B: Dark Crasher
A very brutal attack. Dark Knight puts the sword to his side and steps back. He begins to charge up dark energy. After releasing, he steps forward and swings the sword. If a foe is struck with this, they fall down to the ground stunned. The stun time depends on how long this was charged and on how high their percentage was. To give a scale, if the foe was above 100% when this was used, they'd be stunned for 2 seconds. If it's fully charged, 8 seconds. (So you're pretty much dead.) Using this on an already stunned foe will just send them flying on a low trajectory but at limited distance, to encourage Black Knight users to be more creative. It is also to be noted that Black Knight is immune to flinching during the actual swinging animation, but not the charging animation.
B Up: Warp Powder
We all saw this coming. Black Knight throws a dark, purple-ish hazy powder over head and starts to vanish. This comes out just a bit faster than Zelda's recovery but has half the distance. Of course Black Knight can choose which direction he goes. Two things make this different. If a foe was near Black Knight when he used this, they can hold a direction and warp as well! If Black Knight lands on the ground after using this from a high distance in mid air, his heavy armor will cause him to studder. If he reappears at a similar height from where he warped, there will be no delay at all. The reason for this is to give Black Knight a better way to approach to make up for his horrible movement speed. Though since there is still an initial animation involved, he'll have a hard time warping while being pelted with projectiles. Unlike other heavyweights, since this is a teleportation move, Black Knight does not get any flinch immunity while using this.
B Forward: Grinder
Alondite strikes the ground. This sends a really fast energy wave across the stage floor. This can be charged but not stored. The size of the energy wave depends on how long it was charged, the maximum height is roughly half the height of Black Knight. The startup animation isn't too bad, but has the longest delay for a projectile. Not a horribly long delay, but about twice as long as Samus after firing a charged shot.
B Down: Counter
Black Knight quickly brings his cape infront of him with his left arm for 2 or 3 seconds. If Black Knight is attacked during the first second, he blocks the attack and one of two things happen depending on the enemy's location
If Black Knight is attacked at close range, his left arm swings out to stun them and then he swings his sword horizontally. The stunning attack is equivelant to half of their original damage but the swing itself is a powerful attack on it's own.
If it's a projectile, Black Knight pulls out a javelin from his cape and throws it at where ever the attacker is. The javelin is easy to dodge, but keeps the foe occupied for an approach.
Aerial Game
Jump: Black Knight has the longest jumping delay and a horrible jump height.
Neutral Air: Clearance
Black Knight pulls out a lance and spins it at his side. This isn't that powerful, but it can help him recover or make distance.
Forward Air: Domination
Black Knight does a full horizontal spin with the sword out. It hits like Link's spin attack in SSB64.
Up Air: Puncture
Black Knight turns to the side and looks up, swinging his sword back and forth over head. This actually hits the foe to the side depending on when they got hit.
Down Air: Swipe
Black Knight turns side ways and looks downwards as he pulls his cape across himself, then swings his arm out. This spike comes out somewhat fast and has a wide area, but it's short ranged.
Back Air: Brutal Fist
Black Knight leans to the side as he rams his fist behind him. Short ranged but powerful.
Grab Game
Black Knight's grab speed is about average. He grabs the foe by their head.
Grab Attack: Skull Crusher
Black Knight cringes his hand. It doesn't actually collapse their skull, though. xD
Forward throw: Finisher
Black Knight holds them out and slashes them away with a horizontal slash.
Down Throw: Slam
Black Knight slams them face first infront of him.
Up Throw: Impale
Black Knight holds them up and shoves the sword right into their center, sending them up.
Back Throw: Grounder
Black Knight brings his sword up and bashes their head with the hilt. This send the foe behind him.
Final Smash
Final Smash Idea 1: Ebon Cyclone
Black Knight begins to spin around faster and faster while holding out Alondite, creating a cyclone of dark energy around him. This pulls all enemies on the stage towards Black Knight with great force, depending on their distance. If they make contact with him, they're hit for tremendous damage. It last for 12 seconds and Black Knight can slowly move while using this.
Final Smash Idea 2: Destructive Wave
Black Knight plants Alondite into the ground and sends a tall wave of dark energy to both sides. This is very difficult to avoid, but easier to dodge if Black Knight was on lower ground prior to using this.
Final Smash Idea 3: Chains of Terror
Two magical ebon chains appear on the side of the stage and begin to home onto the nearest opponent for 15 seconds. If either makes contact, the other chain will join that one and wrap around the victim. Black Knight then does a powerful jump slash on the victim to send them flying.
Miscellaneous
Taunt
One of the most memorable quotes. Black Knight raises his sword and glances before him questioning "Do you want to die?". For a better understanding, watch this. He could also say "Is that all?" or something like that.
Victory Pose 1
He puts Alondite into his scabbard and takes off his helmet to reveal his true identity,
Zelgius
Victory Pose 2
He spins Alondite around and then thrusts the tip into the ground, igniting dark flames around him as his hands rest upon the handle.
Victory Pose 3
He swings horizontally twice and then raises the sword towards the screen,
so, what do you think?