Impa, the protective guardian of Princess Zelda of Hyrule.
Captain of Hyrule's Army in Hyrule Warriors, and Chosen Warrior to protect Zelda's mortal form in the future in Skyward Sword. Sage of Shadows, and Sheikah instructor to Princess Zelda in Ocarina of Time.
Concept:
Rushdown Poker / Adaptive (Hyrule Warriors moveset)
Concept justification: Impa would create a new concept in Smash Bros. that brings the style of Hyrule Warriors into Smash. Justification here is that Hyrule Warriors makes it's way to the 3DS now, which makes it more likely for this spin-off title to become a "main-spin-off" title to the Zelda franchise. Much like say, Paper Mario, Mario & Luigi, and similar titles are to Mario.
Impa is a character that is highly relevant to the 'story' of Hyrule Warriors, and is the only character from the game who's not in Smash Bros. to have gotten a new redesign not exactly based on any of her previous looks. Infact, it combines her most ironic roles from Sage of Shadow (OoT), and Hylia's Chosen Warrior (SS). This was one of the detractor's most used arguement against Impa's inclusion: she had no standarised design, ranging from an old woman in the orignal Zelda's handbook, to a fat elderly woman (able to lift cows) in the Oracle games, to the more iconic Sheikah appearances of OoT and Skyward Sword, and again being an old woman in ALBW.
This does opt for a lot of styles for Impa however, and I am going to cover all options here in this thread. Starting however, with the Impa from Hyrule Warriors. I'll state the reasoning for other Impa incarnations in other posts related to her here after this one.
Hyrule Warriors is a typical Hack & Slash game, and with the way how enemies are obliberated in this game, it's hard not to picture such style working greatly in Smash Bros. Controlling the battle field with aggresive, longranged weaponary mixed with agility would be Impa's main fighting style in this incarnation. However, translating Impa from Hyrule Warriors to Smash should make her a little slower overall.
Impa would be a character with amazing agility, matching the likes of
with her moves with fast excecution and high mobility but she'd set her self apart by the usage of her weaponary. Roy does this in a similar way but Impa would have more range, and compared to Roy she has ending lag on her moves which make her more similar to
in this regard. So she's a character that's all about keeping space, controlling space, and minding her every step, because she'd probably end up as a taller light weight with similar weight to
.
Her attacks would have long hitboxes though to create safety, and she'd have a couple of weaker get-off me attacks in which she won't use her sword. Her dash attack for example could be much like a weaker version of
's, but sends the opponent up similary to follow up on her aerial attacks.
Her weapon attacks deal a lot of damage, and have long excecution and major after lag, but they come out very fast, so creating space is essential with Impa.
Special Moves:
B: Spirit Weapon. Impa meditates shortly and blue magic engulves her and blue spirit weapons begin to form around her unleashing a ranged short distance projectile weapon with great priority.
Side B: Spirit Spears. Impa charges up magical spear projectiles that hail down on her enemies from above. Very good for creating a distance between enemies.
Down B: Focus Attack. Impa focusses her blade, which becomes infused with elemental powers (water or fire, or both) and then leaps out on her enemies, dealing considerable damage.
Up B: Spin Leap. Quite similar to Aether but the spin she does in the beginning deal the most damage, no landing hitbox. Best suited to jump upwards vertically, but follows a set horizontal distance in the air.
AAA, D Tilt, U Tilt and Dash Attack are quicker rushdown attack involving kicks and light punches, in case of the dash attack a shoulderbash.
U Air is a double moon spin kick where Impa holds her weapon to balance but attacks by kicking.
B Air involves Impa hitting with the hilt of her blade and doing a kick afterwards.
D Air, N Air, F Air are all huge sword swings that cover a lot of distance, F Air would be mainly used for approaching and also getting KOs. D Air can KO as well.
F Smash is a leaping attack that covers as much range as Shulk's D Smash, but also has considerable lag afterwards.
D Smash is a double spinning attack that functions much like Ike's U Smash but is far more precise and more suited for damaging, less than punishing or KOing.
Uniqueness Factor:
Creates a rushdown character that's essentially full of strategy and punishing compared to the others who are constantly all about getting stage control. Impa creates stage control by being extremely careful in her doings, and chipping in damage little by little, but consistantly, which forces people to approach her differently than other characters. Her rushdown style really comes into play once she has to deal with other zoners. Cause with Impa's mobility and range, she has a good chance to strike before projectile users can create a comfortable distance. Very prone to being punished herself, and being a lightweight with gimpable recovery, Impa's offensive traits should not be abused, even though it'd be extremely tempting due to the damage she can dish out in a relatively short period if all goes to plan.