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Smash Rookie
- Joined
- Dec 27, 2018
- Messages
- 17
Look, I know this will never happen, but if Chell from Portal was DLC, I’d never play another character again. She would be pretty quick and have a Falco-like jump height. Her weight would be similar to Lucina’s. Obviously, the mechanics of the aperture science handheld portal device would have to be altered. Portals would have to appear in a manner similar to Bayonetta’s rather than relying on a white portal-supporting surface. I imagine that some of her special attacks would make use of the portal gun, and perhaps some smashes would too.
Here’s a quick breakdown of what I imagine her moveset would be like:
Specials:
Neutral-B:
Sentry Turret*:
Chell places a sentry turret in front of her, which says, “target acquired,” and fires at opponents for a second or two.
*There’s a chance that Wheatley will spawn instead. Wheatley can’t move. He doesn’t stop talking. He can be thrown.
Down-B:
Storage/Companion Cube:
Storage cube comes out 85% of the time. It is a heavy object with lots of knockback, and is dropped like Villager’s ball. Companion cube is spawned 15% of the time. Deals even more damage and knockback. It’s stupid strong and people will call for nerfs.
Side-B:
Portal:
Chell Shoots one portal directly in front of herself, horizontally and at ground height. And shoots a second portal a set distance away, perhaps a distance equivalent to piranha plant’s fully charged down-b when he’s tipped over. The second portal’s orientation, though, would be dependent on the direction you press immediately after initiating the side-b.
When facing right, holding right would place the second portal vertically at the set distance. It would be roughly the same height as Chell. Chell or any items entering the horizontal portal at her feet, would emerge from the second portal’s right side horizontally - so feet first. (This could lead to situations in which one could potentially dair through the portal, right into the opponent’s face. Dropping the Companion cube in would be classic.)
Pressing up after initiating side-b would place the second portal horizontally at floor height. Chell and/or items would emerge upwards from the ground.
Pressing down after initiating side-b would place the second portal horizontally at a height about as high as the highest platform in Battlefield. Chell/items would emerge downwards.
Portals would remain active until they were canceled by the next portal gun using move. Other characters can move through them.
Up B:
Recovery Portal:
Chell shoots a portal a small distance beneath her feet and another far above her, and falls in.
Regular attacks:
Dash attack:
Propulsion Gel slide:
Chell slides like Simon/Richter. Sprays orange propulsion gel on the ground just in front of her. One of the fastest dash attacks in the game. Propulsion gel lasts for some time, like inkling’s ink. Everyone is sped up by it.
Neutral A:
Jab:
Run of the mill jab and multi-jab.
Up-tilt:
Uppercut:
Self explanatory
Down-tilt:
Poke:
She ducks down and kicks the opponent’s ankle.
Forward/back tilt:
Roundhouse kick:
Self explanatory
Smashes:
Forward/Back Smash:
Chell swings Wheatley like a kettlebell. Can be angled forward, diagonally upward, or diagonally downward. Decent knockback
Down smash:
Portal Drop Smash:
Chell shoots a portal at just above head height directly in front of her then jumps in a cool way and shoots another portal beneath herself. She falls through the portal and strikes the opponent from above.
Up smash:
Portal Dash:
Chell places an orange portal directly in front of her (let’s imagine she’s facing right) and a blue one above her head. She crouches and does a leaping flip through the orange portal which sends her flying upwards feet first through the blue portal.
Aerials:
Neutral Air:
Kick:
It’s like Fox’s neutral air.
Down Air:
Down kick:
This would be as good as Melee Falco’s dair—Hitbox that stays out for an unreasonable amount of time, spikes, and has no sour spots
Forward Air:
Front flip:
You get it.
Back Air:
Backflip:
Yep
Up Air:
Idk:
Something that’s good for juggling
Final Smash:
Glados:
Glados tells everyone what good test subjects they’ve been and then owns them somehow.
Taunts:
Up Taunt:
The Cake is a...mazing!:
Chell holds a white plate with a slice of white cake in one hand and a fork in another. She takes a bite of a piece of the cake.
Left/Right Taunt:
Test Solved:
Chell places a Storage cube onto a big red button.
Down taunt:
Gravity:
Chell places an orange portal directly above her and a blue one beneath her. She falls through a couple times then shoots an orange portal onto the ground beside the blue one, causing her to pop out from the bottom of the stage.
Chell would be an extremely fun character. Please discuss.
Here’s a quick breakdown of what I imagine her moveset would be like:
Specials:
Neutral-B:
Sentry Turret*:
Chell places a sentry turret in front of her, which says, “target acquired,” and fires at opponents for a second or two.
*There’s a chance that Wheatley will spawn instead. Wheatley can’t move. He doesn’t stop talking. He can be thrown.
Down-B:
Storage/Companion Cube:
Storage cube comes out 85% of the time. It is a heavy object with lots of knockback, and is dropped like Villager’s ball. Companion cube is spawned 15% of the time. Deals even more damage and knockback. It’s stupid strong and people will call for nerfs.
Side-B:
Portal:
Chell Shoots one portal directly in front of herself, horizontally and at ground height. And shoots a second portal a set distance away, perhaps a distance equivalent to piranha plant’s fully charged down-b when he’s tipped over. The second portal’s orientation, though, would be dependent on the direction you press immediately after initiating the side-b.
When facing right, holding right would place the second portal vertically at the set distance. It would be roughly the same height as Chell. Chell or any items entering the horizontal portal at her feet, would emerge from the second portal’s right side horizontally - so feet first. (This could lead to situations in which one could potentially dair through the portal, right into the opponent’s face. Dropping the Companion cube in would be classic.)
Pressing up after initiating side-b would place the second portal horizontally at floor height. Chell and/or items would emerge upwards from the ground.
Pressing down after initiating side-b would place the second portal horizontally at a height about as high as the highest platform in Battlefield. Chell/items would emerge downwards.
Portals would remain active until they were canceled by the next portal gun using move. Other characters can move through them.
Up B:
Recovery Portal:
Chell shoots a portal a small distance beneath her feet and another far above her, and falls in.
Regular attacks:
Dash attack:
Propulsion Gel slide:
Chell slides like Simon/Richter. Sprays orange propulsion gel on the ground just in front of her. One of the fastest dash attacks in the game. Propulsion gel lasts for some time, like inkling’s ink. Everyone is sped up by it.
Neutral A:
Jab:
Run of the mill jab and multi-jab.
Up-tilt:
Uppercut:
Self explanatory
Down-tilt:
Poke:
She ducks down and kicks the opponent’s ankle.
Forward/back tilt:
Roundhouse kick:
Self explanatory
Smashes:
Forward/Back Smash:
Chell swings Wheatley like a kettlebell. Can be angled forward, diagonally upward, or diagonally downward. Decent knockback
Down smash:
Portal Drop Smash:
Chell shoots a portal at just above head height directly in front of her then jumps in a cool way and shoots another portal beneath herself. She falls through the portal and strikes the opponent from above.
Up smash:
Portal Dash:
Chell places an orange portal directly in front of her (let’s imagine she’s facing right) and a blue one above her head. She crouches and does a leaping flip through the orange portal which sends her flying upwards feet first through the blue portal.
Aerials:
Neutral Air:
Kick:
It’s like Fox’s neutral air.
Down Air:
Down kick:
This would be as good as Melee Falco’s dair—Hitbox that stays out for an unreasonable amount of time, spikes, and has no sour spots
Forward Air:
Front flip:
You get it.
Back Air:
Backflip:
Yep
Up Air:
Idk:
Something that’s good for juggling
Final Smash:
Glados:
Glados tells everyone what good test subjects they’ve been and then owns them somehow.
Taunts:
Up Taunt:
The Cake is a...mazing!:
Chell holds a white plate with a slice of white cake in one hand and a fork in another. She takes a bite of a piece of the cake.
Left/Right Taunt:
Test Solved:
Chell places a Storage cube onto a big red button.
Down taunt:
Gravity:
Chell places an orange portal directly above her and a blue one beneath her. She falls through a couple times then shoots an orange portal onto the ground beside the blue one, causing her to pop out from the bottom of the stage.
Chell would be an extremely fun character. Please discuss.