Omniscient X
Smash Journeyman
- Joined
- Mar 6, 2010
- Messages
- 326
Hey guys so I know alot of you have been looking forward too/have seen my Sasuke project/thread and things are still rolling along with that hack it's just kinda postponed until I get a Susano'o model, in the mean time I'll unveil what I've been experimenting with and the project I'll focus my attention on for awhile:
Hacking the main character from the game Infamous Cole MacGrath over Snake!!!
I've already started the PSA and it took along time to find these effects which where taken from various other players/enemies/bosses and it took along time to photo edit the textures of the effects to get them where they are right now.
Eldiran is helping me with the various complex parts of the PSA and hacking and helping me find effects so you could say we're both actively working on this project if you want to join the team and help out that'd be great!
So I'm making Evil Cole MacGrath, this means he has more destructive powers and his electricity is blood-red!!
Here's the stats/moveset/media that I have for him so far:
Stats:
Size: 8/10
He’s the same size as Snake
Weight: 7/10
Cole is quiet heavy due to all the energy within his body.
Walk: 5/10
relatively fast for a walk, good for cautious approaches.
Run: 7/10
Cole has a little above average quickness for a larger/heavier character due to his electrically-enhanced nervous system.
Power: 9/10
Cole’s attacks possess immense strength thanks to the electrical energy surging through his body and the incarnations of that energy like his strongest special move, Lightning Storm.
Attack Speed: 7/10
Thanks to his electrically-enhanced neural synapses his melee attacks are quiet fast and so are most of his projectiles, however his more powerful attacks are still quick but they have starting and ending lag, not to mention a lot of them deal self damage.
Range: 8/10
Cole has so many projectile and electrical related attacks which makes his range quiet long.
Priority: 8/10
Nearly all of Cole’s attacks are enhanced via his electrokinetic powers giving them incredible priority and the attacks that deal with pure electrical energy have even greater priority, which can be used to shield Cole from attacks and “cut through” projectiles.
1st Jump: 6/10
an above average first jump.
2nd Jump: 6.5/10
a fairly good second jump, a little better than the first.
Recovery: 5/10
He has decent jumps, but his recovery move isn’t great with vertical recovery so he’s not great at recovery.
Fall Speed: 8/10
Pretty fast fall speed, the again he is a super-heavy character.
Air Speed: 6/10
He can maneuver decently in the air, so his air game is quiet a good option.
Crouch: 6/10
Decent can duck a lot of arrows, missiles and smaller un-charged projectiles.
Hover: No
Crawl: Yes
Wall Jump: Maybe (I’m not sure how to add it)
Glide: No
The Complete Moveset:
Special Attacks:
Neutral Special: Lightning Bolt, Cole MacGrath’s most basic electrical attack can also be his most powerful, when used he shoots a violent stream of blood-red electricity forwards (out of his outstretched palm). The stream does 7% electrical damage and medium forward KB, the stream is quiet narrow but reaches the whole length of the screen. Although it is quick to activate Cole must rest for around half a second before he can resume any movement/attacks.
Side Special: Electromagnetic Shockwave, another staple move is Cole MacGrath’s electrokinetic arsenal creates a sort of explosion of electromagnetic waves and electricity directly in front of Cole. The center of the blast deals 4% electrical damage and no knockback, but the whole blast has a large windbox that flings opponents with strong KB. This move can kill at low percentages in the right situations. An added bonus is that the electricity covering Cole’s arms during the attack deals 9% electrical damage and weak forward KB, just enough to toss an opponent into the blast for strong KB from the windbox.
Up Special: Static Thrusters, a unique and yet effective recovery move in which Cole blasts electricity from his palms to launch himself upwards at an incredible rate of speed. From activation Cole propels himself around 8 stage builder blocks up but he also moves around 5 stag builder blocks forward while moving upwards this results in a fast diagonal ascent and he retains his forward momentum after the move finishes. The energy emanating from Cole’s palms has medium sized hitboxes that will deal 6% electrical damage and meteor smash opponents, although it is tough to hit with due to the speed of the attack. This move can be interrupted at anytime, although you will retain any momentum already gained, making it a perfect setup for Cole’s D-Air: Thunder Drop.
Down Special: Lightning Storm, Cole’s most powerful move (aside from some of his smashes and final smash) calls forth massive amounts of blood-red lightning from the heavens to slam into the earth in front of him. From here you can continue to hold B and the lightning will slowly move forward until it reaches around 1.5 stage builder blocks away from Cole then the move will automatically end. The lightning deals 5% electrical damage and strong forward KB, except for where it hits the ground which will deal 10% electrical damage and hit stun allowing you to rack up even more damage. Depending on how long the move was held down, Cole will squat for a few seconds to rest. Until he recovers you cannot move and are completely vulnerable. In the air Cole will reverse his Static Thrusters (pointing them upwards) and plunge towards the ground, dealing 2% electrical damage and meteor smashing opponents.
Standard Attacks:
A+A+A Combo: Punch, Spin Kick and Electrified Punch, Cole punches quickly then does a spinning kick followed by an electrically enhanced uppercut. The first punch does 3% regular damage and almost no KB, then there’s a little lag before the spin kick which does 6% regular damage and medium forward KB, finally there’s the electrically enhanced uppercut where the opponent is slammed with a fist engulfed in electrical energy which does 8% electrical damage and stronger forward KB then the spin kick. The trick to this attack is luring the opponent into dodging the kick which will cause the uppercut to connect or you can perform the first two moves without a target and try to hit them with the electrified punch.
Upwards-Tilt: Megawatt Hammer, Cole charges blood-red electrical energy in his hand and arm for a brief second in a pseudo-kneeling position before thrusting his hand towards the sky and unleashing a medium sized projectile of blood-red electrical energy that flies up about a battlefield platform’s length above Cole before exploding. Cole is unable to perform any actions until the projectile explodes. Cole’s arm does 5% electrical damage and medium upward KB, the projectile does 7% electrical damage and the explosion does 8% and strong forward diagonal KB. Note that you will usually only hit one opponent with one of the hitboxes, on very rare occasions you may hit with 2 those being the arm and projectile, but never all 3.
Side-Tilt: Lightning Repulse, Cole outstretches his right hand and charges a brief amount of blood-red electrical energy in his arm before unleashing a torrent of blood-red lightning that flows about 4 stage builder blocks in front of him for a second or so before dissipating and Cole returns to his idle stance. The charging electricity does 5% electrical damage and hitstun, while the actual lightning does 3% electrical damage and slams the victim with strong forward-horizontal KB.
Downwards Tilt: Thunder Slam, Although Cole does not possess this move in the game but his future self, Kessler, does. Cole briefly charges his fist with blood-red electrical energy, before plunging it into the ground. On impact a medium sized explosion of dirt and electricity occurs, followed by waves of earth the flow across the ground on either size of Cole until they get 2.5 stage builder blocks away then they will dissipate. Cole’s charged fist does 3% electrical damage and hitstun, the immediate explosion does 8% electrical damage and strong forward KB, while the shockwaves do medium forward KB and no damage. This attack is excellent at defending Cole when he’s surrounded by opponents, ranged enemies in particular.
Dash Attack: Induction Grind, Cole performs his signature mode of transportation and “slides” along the ground in a crouch stance with his arms held behind him (note that its a legit crouch like a kneel position rather than Snake’s old crouch which was an army crawl position). Blood-red electricity trails from his arms and feet, and he travels at an incredible speed, almost as fast as Sonic’s dash, for the duration of the move. His legs, body and feet deal 4% electrical damage and medium-long hitstun while his arms do 7% electrical damage and medium backward KB. Note: you may find this as a more convenient method of movement/approach as apposed to his significantly slower dash speed.
Aerial Attacks:
Neutral Aerial: Gigawatt Blade Tornado, Cole forms blades of pure blood-red electrical energy around his hands that extend off his hands about the length of his arm and he spins around twice, with his arms outstretched, at a decently quick speed before the energy blades dissipate. The energy on his actual hands does 7% electrical damage and medium forward KB, while the parts of the “blades” that extend off his hands do 5% electrical damage and weak KB. Basically the only way to hit with the sweetspot of attack is to use it when somebody is touching you and you will hit with the hands hitboxes, and if the opponent has low enough damage you may hit with the blade’s hitbox as well. As a result of the strain and power high-intensity energy coating Cole’s hands, he also does 5% electrical damage to himself.
Upward Aerial: Megawatt Flip, Cole coats his legs in a buildup of blood-red electricity and then performs and a front-flip without tucking his legs in. The legs do 6% electrical damage and strong upward KB. The attack is quiet powerful and quick making it effective in the air game, but the strain on Cole’s body from midair acrobatics and the enormous buildup of energy in his legs damage his own body inflicting 5% electrical damage to himself.
Forward Aerial: Arc Lightning, Another of Cole’s ranged electrical attacks where Cole punches his hand forward releasing a burst of blood-red electricity that flies a distance before dissipating, note that the electricity stream flows for about a second (approximately 60 frames). Cole’s hand deals weak forward KB and 2% electrical damage while the stream deals 5% electrical damage and medium forward KB.
Backward Aerial: Shock Grenade Fist, Cole charges a large amount of blood-red electrical energy around his left fist, which in the game Infamous is known as a “Shock Grenade”. He then punches behind him rather slowly, note that this move looks almost identical to Ganondorf’s B-Air in animation, and at the full extension of his punch the electrical energy is compressed and causes a medium explosion of air and blood-red electricity. The energy around his fist before the explosion deals 4% electrical damage and medium backward KB, while the explosion of energy inflicts 9% electrical damage and high backward KB. This move is unique because shock grenades are a ranged weapon where here they are used for melee purposes and the result is that the explosion also deals 5% electrical damage to Cole himself. Although this move comes at a high price, there are ways to cheat the drawback like using it right above the ground so that the punch happens but not the explosion because it is the explosion that damages Cole.
Downward Aerial: Thunder Drop, Cole MacGrath’s most potent aerial move (as far as KB and damage go) is a stall-then-fall with some added effects. Cole slows down for a second then enters a spread eagle position and plunges downward with streams of blood-red electricity trailing form his body, any opponents hit by the airborne part of the attack will receive 7% electrical damage and a powerful meteor smash. Cole continues to plunge downward at a high rate of speed until he slams into the ground. Upon impact Cole releases all of the energy he built up in the fall in a massive shockwave of blood-red electrical energy that expands in a circular radius of about 3 stage builder blocks, before dissipating. The shockwave deals strong forward KB and 5% electrical damage, while Cole deals 7% electrical damage with medium KB for around 5 frames after he hits the ground. On impact, due to the speed of the fall and the enormous amount of electricity accumulated, Cole also does 5% electrical damage to himself.
Smash Attacks:
Upward Smash: Crimson Lightning Blast, Cole shoves one hand skyward, charged with blood-red electrical energy and unleashes a burst of crimson lightning from his hands which reach about a battlefield platform in length above him. The hand does 5% electrical damage and hitstun to enemies while the lightning does 9%-15% electrical damage and medium-strong upward KB depending on the charge of the smash. This smash executes much quicker than his Forward Smash with much less lag, however it is relatively weak. Still, it makes up for what it lacks in power and by making up for it with great range for a smash attack.
Forward Smash: Gigawatt Blade Slash, in this unique move Cole forms blades constructed of pure blood-red electrical energy around his hands and slashes the opponent in an X pattern once. The blades extend off Cole’s hands about the length of his arm, effectively doubling his range and the blades have extremely high priority. The blades do 25%-30% damage during the slash and can do strong-extremely powerful KB. The downside to this attack is the blades are activated so there’s quiet a bit of startup lag and then the attack starts, this is a dead give away that you are going to use the attack and thus opponents can evade it easily and punish you with a counterattack. Due to the high-intensity of the electricity on the blades Cole actually damages his own body, doing 5% electrical damage to himself as well.
Downward Smash: Electromagnetic Explosion, Cole coats his arms and fists in streams of blood-red electricity and stays upright for a little bit, thus giving this move quiet a bit of lag. He then performs an animation almost identical to Lucario’s D-Smash (with some changes) and at the time Lucario’s aura blasts would come out, Cole unleashes two (slightly smaller than his regular Side-B) Electromagnetic Shockwaves that explode with incredible force. His fists do 8% electrical damage and strong forward/backward, depending on the fist, and the core of the Electromagnetic Shockwaves do 11%-18% electrical damage depending on the charge and always weak horizontal KB. The real power is the blast itself, anywhere outside the core has a powerful windbox that can repel/cancel projectiles and send opponents flying a great distance. Of course, due to these blasts being electrical and the amount of electrical energy already in and on his arms, Cole’s body overloads with electricity and does 5% damage to himself.
Throws:
Grab: Identical to Snake’s with shortened range and blood-red electricity on his hand.
Pummel: Electrocute, Cole sends a surge of blood-red electricity coursing through the enemy dealing 3% electrical damage.
Upward Throw: Lightning Toss, Cole holds the opponent above his head with one hand and sends a stream of electricity slamming into the foe with his other hand. This does 7% electrical damage to the opponent and medium upward KB.
Forward Throw: Concussive Burst, Cole uses a point-blank Electromagnetic Shockwave (Side-B) to do 5% electrical damage and strong forward KB.
Backward Throw: Electrifying Roundhouse, Cole tosses the opponent behind him and strikes them with a lightning-enhanced roundhouse kick. The kick does 6% electric damage and medium backwards KB. An interesting note is that the kick is also effective against opponents not in the grab but in the way of the roundhouse.
Downward Throw: Bio-Leech, one of Cole’s best and most unique moves, he throws the opponent down and sticks his hand, charged with blood-red electricity, into their body and electricity stems off of Cole. The opponent takes 10% electrical damage and weak forward KB but Cole heals himself 20%. This move alone makes Cole’s grab game a major part of his victory strategy making it possible to survive for long periods of time as long as you can get a hold of somebody.
Final Smash: Electric Drain
Cole performs Snake’s entry animation and the lightning effects as well, except for a much longer period of time. Snake will heal himself by 200% damage and anybody who touches him will be dealt 10% electrical damage and quiet long hitstun. The screen darkens as Cole is technically draining all electric energy from his surroundings.
Special Addition:
Down Taunt: Pulse Heal, this is just an added bonus for team play, as one of Cole’s powers, even when he’s evil, is the Pulse Heal. Cole will kneel over and place his hands together just above the ground and it will glow with red energy. There is a hitbox a little larger than his hands that will actually heals other characters, though in team battles you have to have friendly fire on for it to actually work. Just a fun little addition to the PSA.
Playstyle:
(Coming Soon!!)
Playing Against:
(Coming Soon!!)
Media (screenshots, videos etc.) :
Some screenshots of the beta version of Cole's Down-Special: Lightning Storm!! Note: There will be streams of red energy and many more lightning bolts!!!
Here's a look at a horizontal Arc Lightning effect, that has note been recolored to the blood-red hue yet, but it will be recolored soon!!
Download:
(Coming Soon!!)
Hacking the main character from the game Infamous Cole MacGrath over Snake!!!
I've already started the PSA and it took along time to find these effects which where taken from various other players/enemies/bosses and it took along time to photo edit the textures of the effects to get them where they are right now.
Eldiran is helping me with the various complex parts of the PSA and hacking and helping me find effects so you could say we're both actively working on this project if you want to join the team and help out that'd be great!
So I'm making Evil Cole MacGrath, this means he has more destructive powers and his electricity is blood-red!!
Here's the stats/moveset/media that I have for him so far:
Stats:
Size: 8/10
He’s the same size as Snake
Weight: 7/10
Cole is quiet heavy due to all the energy within his body.
Walk: 5/10
relatively fast for a walk, good for cautious approaches.
Run: 7/10
Cole has a little above average quickness for a larger/heavier character due to his electrically-enhanced nervous system.
Power: 9/10
Cole’s attacks possess immense strength thanks to the electrical energy surging through his body and the incarnations of that energy like his strongest special move, Lightning Storm.
Attack Speed: 7/10
Thanks to his electrically-enhanced neural synapses his melee attacks are quiet fast and so are most of his projectiles, however his more powerful attacks are still quick but they have starting and ending lag, not to mention a lot of them deal self damage.
Range: 8/10
Cole has so many projectile and electrical related attacks which makes his range quiet long.
Priority: 8/10
Nearly all of Cole’s attacks are enhanced via his electrokinetic powers giving them incredible priority and the attacks that deal with pure electrical energy have even greater priority, which can be used to shield Cole from attacks and “cut through” projectiles.
1st Jump: 6/10
an above average first jump.
2nd Jump: 6.5/10
a fairly good second jump, a little better than the first.
Recovery: 5/10
He has decent jumps, but his recovery move isn’t great with vertical recovery so he’s not great at recovery.
Fall Speed: 8/10
Pretty fast fall speed, the again he is a super-heavy character.
Air Speed: 6/10
He can maneuver decently in the air, so his air game is quiet a good option.
Crouch: 6/10
Decent can duck a lot of arrows, missiles and smaller un-charged projectiles.
Hover: No
Crawl: Yes
Wall Jump: Maybe (I’m not sure how to add it)
Glide: No
The Complete Moveset:
Special Attacks:
Neutral Special: Lightning Bolt, Cole MacGrath’s most basic electrical attack can also be his most powerful, when used he shoots a violent stream of blood-red electricity forwards (out of his outstretched palm). The stream does 7% electrical damage and medium forward KB, the stream is quiet narrow but reaches the whole length of the screen. Although it is quick to activate Cole must rest for around half a second before he can resume any movement/attacks.
Side Special: Electromagnetic Shockwave, another staple move is Cole MacGrath’s electrokinetic arsenal creates a sort of explosion of electromagnetic waves and electricity directly in front of Cole. The center of the blast deals 4% electrical damage and no knockback, but the whole blast has a large windbox that flings opponents with strong KB. This move can kill at low percentages in the right situations. An added bonus is that the electricity covering Cole’s arms during the attack deals 9% electrical damage and weak forward KB, just enough to toss an opponent into the blast for strong KB from the windbox.
Up Special: Static Thrusters, a unique and yet effective recovery move in which Cole blasts electricity from his palms to launch himself upwards at an incredible rate of speed. From activation Cole propels himself around 8 stage builder blocks up but he also moves around 5 stag builder blocks forward while moving upwards this results in a fast diagonal ascent and he retains his forward momentum after the move finishes. The energy emanating from Cole’s palms has medium sized hitboxes that will deal 6% electrical damage and meteor smash opponents, although it is tough to hit with due to the speed of the attack. This move can be interrupted at anytime, although you will retain any momentum already gained, making it a perfect setup for Cole’s D-Air: Thunder Drop.
Down Special: Lightning Storm, Cole’s most powerful move (aside from some of his smashes and final smash) calls forth massive amounts of blood-red lightning from the heavens to slam into the earth in front of him. From here you can continue to hold B and the lightning will slowly move forward until it reaches around 1.5 stage builder blocks away from Cole then the move will automatically end. The lightning deals 5% electrical damage and strong forward KB, except for where it hits the ground which will deal 10% electrical damage and hit stun allowing you to rack up even more damage. Depending on how long the move was held down, Cole will squat for a few seconds to rest. Until he recovers you cannot move and are completely vulnerable. In the air Cole will reverse his Static Thrusters (pointing them upwards) and plunge towards the ground, dealing 2% electrical damage and meteor smashing opponents.
Standard Attacks:
A+A+A Combo: Punch, Spin Kick and Electrified Punch, Cole punches quickly then does a spinning kick followed by an electrically enhanced uppercut. The first punch does 3% regular damage and almost no KB, then there’s a little lag before the spin kick which does 6% regular damage and medium forward KB, finally there’s the electrically enhanced uppercut where the opponent is slammed with a fist engulfed in electrical energy which does 8% electrical damage and stronger forward KB then the spin kick. The trick to this attack is luring the opponent into dodging the kick which will cause the uppercut to connect or you can perform the first two moves without a target and try to hit them with the electrified punch.
Upwards-Tilt: Megawatt Hammer, Cole charges blood-red electrical energy in his hand and arm for a brief second in a pseudo-kneeling position before thrusting his hand towards the sky and unleashing a medium sized projectile of blood-red electrical energy that flies up about a battlefield platform’s length above Cole before exploding. Cole is unable to perform any actions until the projectile explodes. Cole’s arm does 5% electrical damage and medium upward KB, the projectile does 7% electrical damage and the explosion does 8% and strong forward diagonal KB. Note that you will usually only hit one opponent with one of the hitboxes, on very rare occasions you may hit with 2 those being the arm and projectile, but never all 3.
Side-Tilt: Lightning Repulse, Cole outstretches his right hand and charges a brief amount of blood-red electrical energy in his arm before unleashing a torrent of blood-red lightning that flows about 4 stage builder blocks in front of him for a second or so before dissipating and Cole returns to his idle stance. The charging electricity does 5% electrical damage and hitstun, while the actual lightning does 3% electrical damage and slams the victim with strong forward-horizontal KB.
Downwards Tilt: Thunder Slam, Although Cole does not possess this move in the game but his future self, Kessler, does. Cole briefly charges his fist with blood-red electrical energy, before plunging it into the ground. On impact a medium sized explosion of dirt and electricity occurs, followed by waves of earth the flow across the ground on either size of Cole until they get 2.5 stage builder blocks away then they will dissipate. Cole’s charged fist does 3% electrical damage and hitstun, the immediate explosion does 8% electrical damage and strong forward KB, while the shockwaves do medium forward KB and no damage. This attack is excellent at defending Cole when he’s surrounded by opponents, ranged enemies in particular.
Dash Attack: Induction Grind, Cole performs his signature mode of transportation and “slides” along the ground in a crouch stance with his arms held behind him (note that its a legit crouch like a kneel position rather than Snake’s old crouch which was an army crawl position). Blood-red electricity trails from his arms and feet, and he travels at an incredible speed, almost as fast as Sonic’s dash, for the duration of the move. His legs, body and feet deal 4% electrical damage and medium-long hitstun while his arms do 7% electrical damage and medium backward KB. Note: you may find this as a more convenient method of movement/approach as apposed to his significantly slower dash speed.
Aerial Attacks:
Neutral Aerial: Gigawatt Blade Tornado, Cole forms blades of pure blood-red electrical energy around his hands that extend off his hands about the length of his arm and he spins around twice, with his arms outstretched, at a decently quick speed before the energy blades dissipate. The energy on his actual hands does 7% electrical damage and medium forward KB, while the parts of the “blades” that extend off his hands do 5% electrical damage and weak KB. Basically the only way to hit with the sweetspot of attack is to use it when somebody is touching you and you will hit with the hands hitboxes, and if the opponent has low enough damage you may hit with the blade’s hitbox as well. As a result of the strain and power high-intensity energy coating Cole’s hands, he also does 5% electrical damage to himself.
Upward Aerial: Megawatt Flip, Cole coats his legs in a buildup of blood-red electricity and then performs and a front-flip without tucking his legs in. The legs do 6% electrical damage and strong upward KB. The attack is quiet powerful and quick making it effective in the air game, but the strain on Cole’s body from midair acrobatics and the enormous buildup of energy in his legs damage his own body inflicting 5% electrical damage to himself.
Forward Aerial: Arc Lightning, Another of Cole’s ranged electrical attacks where Cole punches his hand forward releasing a burst of blood-red electricity that flies a distance before dissipating, note that the electricity stream flows for about a second (approximately 60 frames). Cole’s hand deals weak forward KB and 2% electrical damage while the stream deals 5% electrical damage and medium forward KB.
Backward Aerial: Shock Grenade Fist, Cole charges a large amount of blood-red electrical energy around his left fist, which in the game Infamous is known as a “Shock Grenade”. He then punches behind him rather slowly, note that this move looks almost identical to Ganondorf’s B-Air in animation, and at the full extension of his punch the electrical energy is compressed and causes a medium explosion of air and blood-red electricity. The energy around his fist before the explosion deals 4% electrical damage and medium backward KB, while the explosion of energy inflicts 9% electrical damage and high backward KB. This move is unique because shock grenades are a ranged weapon where here they are used for melee purposes and the result is that the explosion also deals 5% electrical damage to Cole himself. Although this move comes at a high price, there are ways to cheat the drawback like using it right above the ground so that the punch happens but not the explosion because it is the explosion that damages Cole.
Downward Aerial: Thunder Drop, Cole MacGrath’s most potent aerial move (as far as KB and damage go) is a stall-then-fall with some added effects. Cole slows down for a second then enters a spread eagle position and plunges downward with streams of blood-red electricity trailing form his body, any opponents hit by the airborne part of the attack will receive 7% electrical damage and a powerful meteor smash. Cole continues to plunge downward at a high rate of speed until he slams into the ground. Upon impact Cole releases all of the energy he built up in the fall in a massive shockwave of blood-red electrical energy that expands in a circular radius of about 3 stage builder blocks, before dissipating. The shockwave deals strong forward KB and 5% electrical damage, while Cole deals 7% electrical damage with medium KB for around 5 frames after he hits the ground. On impact, due to the speed of the fall and the enormous amount of electricity accumulated, Cole also does 5% electrical damage to himself.
Smash Attacks:
Upward Smash: Crimson Lightning Blast, Cole shoves one hand skyward, charged with blood-red electrical energy and unleashes a burst of crimson lightning from his hands which reach about a battlefield platform in length above him. The hand does 5% electrical damage and hitstun to enemies while the lightning does 9%-15% electrical damage and medium-strong upward KB depending on the charge of the smash. This smash executes much quicker than his Forward Smash with much less lag, however it is relatively weak. Still, it makes up for what it lacks in power and by making up for it with great range for a smash attack.
Forward Smash: Gigawatt Blade Slash, in this unique move Cole forms blades constructed of pure blood-red electrical energy around his hands and slashes the opponent in an X pattern once. The blades extend off Cole’s hands about the length of his arm, effectively doubling his range and the blades have extremely high priority. The blades do 25%-30% damage during the slash and can do strong-extremely powerful KB. The downside to this attack is the blades are activated so there’s quiet a bit of startup lag and then the attack starts, this is a dead give away that you are going to use the attack and thus opponents can evade it easily and punish you with a counterattack. Due to the high-intensity of the electricity on the blades Cole actually damages his own body, doing 5% electrical damage to himself as well.
Downward Smash: Electromagnetic Explosion, Cole coats his arms and fists in streams of blood-red electricity and stays upright for a little bit, thus giving this move quiet a bit of lag. He then performs an animation almost identical to Lucario’s D-Smash (with some changes) and at the time Lucario’s aura blasts would come out, Cole unleashes two (slightly smaller than his regular Side-B) Electromagnetic Shockwaves that explode with incredible force. His fists do 8% electrical damage and strong forward/backward, depending on the fist, and the core of the Electromagnetic Shockwaves do 11%-18% electrical damage depending on the charge and always weak horizontal KB. The real power is the blast itself, anywhere outside the core has a powerful windbox that can repel/cancel projectiles and send opponents flying a great distance. Of course, due to these blasts being electrical and the amount of electrical energy already in and on his arms, Cole’s body overloads with electricity and does 5% damage to himself.
Throws:
Grab: Identical to Snake’s with shortened range and blood-red electricity on his hand.
Pummel: Electrocute, Cole sends a surge of blood-red electricity coursing through the enemy dealing 3% electrical damage.
Upward Throw: Lightning Toss, Cole holds the opponent above his head with one hand and sends a stream of electricity slamming into the foe with his other hand. This does 7% electrical damage to the opponent and medium upward KB.
Forward Throw: Concussive Burst, Cole uses a point-blank Electromagnetic Shockwave (Side-B) to do 5% electrical damage and strong forward KB.
Backward Throw: Electrifying Roundhouse, Cole tosses the opponent behind him and strikes them with a lightning-enhanced roundhouse kick. The kick does 6% electric damage and medium backwards KB. An interesting note is that the kick is also effective against opponents not in the grab but in the way of the roundhouse.
Downward Throw: Bio-Leech, one of Cole’s best and most unique moves, he throws the opponent down and sticks his hand, charged with blood-red electricity, into their body and electricity stems off of Cole. The opponent takes 10% electrical damage and weak forward KB but Cole heals himself 20%. This move alone makes Cole’s grab game a major part of his victory strategy making it possible to survive for long periods of time as long as you can get a hold of somebody.
Final Smash: Electric Drain
Cole performs Snake’s entry animation and the lightning effects as well, except for a much longer period of time. Snake will heal himself by 200% damage and anybody who touches him will be dealt 10% electrical damage and quiet long hitstun. The screen darkens as Cole is technically draining all electric energy from his surroundings.
Special Addition:
Down Taunt: Pulse Heal, this is just an added bonus for team play, as one of Cole’s powers, even when he’s evil, is the Pulse Heal. Cole will kneel over and place his hands together just above the ground and it will glow with red energy. There is a hitbox a little larger than his hands that will actually heals other characters, though in team battles you have to have friendly fire on for it to actually work. Just a fun little addition to the PSA.
Playstyle:
(Coming Soon!!)
Playing Against:
(Coming Soon!!)
Media (screenshots, videos etc.) :
Some screenshots of the beta version of Cole's Down-Special: Lightning Storm!! Note: There will be streams of red energy and many more lightning bolts!!!



Here's a look at a horizontal Arc Lightning effect, that has note been recolored to the blood-red hue yet, but it will be recolored soon!!


Download:
(Coming Soon!!)