Dark Matter Swordsman / Dark Matter
Special Attribute(s):
Option 1:
Free Flight. Can fly freely until beyond certain point. After point is reached, falls but can jump twice then goes into helpless until in flight range again. 7 seconds must pass before moving out of range again, otherwise goes into helpless until in flight range again. Can only fly under stage for 5 seconds, afterwards falls but can jump twice then goes into helpless until in flight range again. 7 seconds must pass before going under stage again, otherwise goes into helpless until in flight range again.
Option 2:
Timed Flight. Can fly freely for up to 20 seconds. Every 2 seconds on platform, flight time is charged 1 second for max of 20 seconds. Flight can be canceled with grab button or up special. If canceled with time left, time is retained and continues to charge every 2 seconds on platform.
Additional info for both options:
Flight initiated with up special. Special animation is shown when taking flight and when flight is canceled. Flying does not act as jumping, meaning smashes, tilts, dashing, shielding, spot dodging and taunts can be used in addition to specials. Fast falling, ledge grabbing, grabs, crouching, rolls, air dodging, and aerials cannot be used during flight. Control stick used for moving during flight (Default) and holding jump button can be used to fly upwards. Tap to jump determines if up on control stick can be used to fly upwards. Flight speed based on running speed and walking speed.
Attributes:
Crouch: Yes.
Crawl: No.
Wall Cling: Yes. Goes into wall slowly (Can be attacked until inside wall) for 3 seconds maximum. Can go out at anytime inside wall.
Wall Jump: Yes. Goes out from wall horizontally slowly (Can be attacked as soon as action is initiated).
Height: Almost double the height of Kirby.
Weight: 95. (The weight of Roy, Robin, Sonic, and Pac-Man. 1995 is also the year Kirby's Dreamland 2 was released.)
Running Speed: Decent. Around the speed of Mewtwo and Wii Fit Trainer.
Walking Speed: Low. Around the speed of Kirby.
Jumping Speed: Decent. Around the speed of R.O.B., Bowser Jr., and Ike.
Jump Height: Very Low. Around the jump height of Little Mac.
Amount of Jumps: 2.
Attacks(Facing the right):
Normals:
Jab: Swings sword downwards and then upwards if used in succession.
Forward Tilt: Points sword forwards and fires short beam from sword. Based on one of its attacks from Kirby's Dreamland 2.
Up Tilt: Slashes sword in a circle with its diameter being vertical moving counterclockwise.
Down Tilt: Slashes sword in a circle with its diameter being horizontal moving clockwise.
Dash Attack: Charges forwards with its sword pointed horizontally. Based on one of its attacks from Kirby's Dreamland 2.
Smashes:
Forward Smash: Lifts sword up and slashes downward in a half circle with its diameter being vertical clockwise and as attack is performed, blue waves are fired forwards (Based on one of its attacks from Kirby Mass Attack).
Up Smash: Slashes sword in a circle with its diameter being vertical moving clockwise (Instead of counterclockwise to distinguish it as a more powerful attack) and as attack is preformed, blue waves are fired upwards. Based on one of its attacks from Kirby Mass Attack, except performed upwards.
Down Smash: A green thorny tail pointing downwards quickly extrudes from its bottom. If not used in flight, tail points forward and extrudes from stomach.
Specials:
Neutral Special: Points sword vertically in front of it and charges a black orb at the tip of sword. Attack has three stages. First stage, no orb appears. If button is released at this stage, attack is downward slash with sword and works as meteor smash (Similar in looks as one of its attacks in Kirby's Dreamland 2). Second stage, small orb is charged. If button is released at this stage, small orb is fired and can be easily blocked with shield. Third stage, larger orb is charged. Attack is launched immediately when stage is reached (Similar in looks as one of its attacks in Kirby's Dreamland 2). Does above average damage to shield. Does not retain stage when canceled by user or when being attacked.
Side Special: Sword disappears, lifts visor and fires Dark Lightning from eye. Range of attack is similar to that of Dark Lightning in the penultimate battle in Kirby's Dreamland 3. Attack does not travel any distance but instead instantly reaches its max range like in the previously stated battle. Can be aimed diagonally and horizontally.
Up Special: Flight (See Special Attribute(s) for details).
Down Special: Changes into form it was seen as when leaving DeDeDe's body in Kirby's Dream Land 2, then charges forward. Attack is slow. It is more vulnerable to attacks in this form. If it touches a player it can harm, it disappears into the player and then possesses them. While in possession, it plays as the player it's possessing. It can still be harmed while in possession, but takes half damage and the player being possessed takes full damage. Possession time depends on the damage the character being possessed has. If attack misses, reverts to original form. To cancel possession, press up taunt button.
Aerials:
Neutral Air: Points sword vertically and causes it to move in a circle with its diameter being horizontal clockwise around itself (As if the sword were orbiting the character) twice.
Forward Air: Lifts sword up and slashes downward in a quarter circle with its diameter being vertical.
Back Air: Points sword backwards horizontally and thrusts.
Down Air: Lifts sword forwards and slashes downwards in a half circle with its diameter being vertical (Looks like Marth's down air from Melee). Works as meteor smash.
Grabbing:
When grabbing, goes inside grabbed character. Animation looks like down special. The character that is grabbed has stunned animation. Does not have an air grab.
Throws / Pummel:
Pummel: Dark energy emits from the character being grabbed each time it is pummeled.
Forward Throw: Goes out of character being grabbed and launches them forward with dark energy.
Back Throw: Goes out of character being grabbed and causes character to orbit around it twice, then launches character backwards.
Up Throw: Launches character upwards and then fires a violet beam at them (Based on attack of final boss of Kirby Quest in Kirby Mass Attack, except performed upwards).
Down Throw: Makes character fall asleep, then goes out of them.
Situation Attacks:
Ledge Attack: Gets back on stage and slashes in a quarter circle with its diameter being horizontal clockwise.
Get Up Attack: Makes a small explosion with dark energy.
Final Smash:
Transforms into Zero Two for 15 seconds. Zero Two is impervious to all damage. Attack button fires a crystal that separates into several more crystals at a certain distance. If touched, crystals explode. Special button fires blood from around eye like in the original battle against Zero. Grab button fires miniature forms of Dark Matter from different parts of Zero Two's body like in the previously stated battle. Zero Two can fly without restrictions, but cannot move through walls. If Zero Two is touched by a player that can be attacked, that player takes damage.
Taunts:
Up Taunt: Transforms into final boss of Kirby's Dreamland 2, closes its eye halfway (Like it did in the Kirby of the Stars pilot) and looks at the screen without turning its body, while it emits dark energy. If attacked during this form or holds up taunt button for 2 seconds, stays in this form until up taunt can be used again. In this form, only up special, side special, down special, and grabs can be used as attacks. If Kirby inhales Dark Matter in this form, gains side special as neural special. When using down special or grab in this form, loses orange orbs (Only aesthetic) and regains orbs afterwards. Only up taunt can be used as a taunt in this form (And only to change back). Neutral special acts as side special in this form. When this taunt is used without holding the button for 2 seconds or being attacked, reverts back to swordsman form.
Side Taunt: Closes eye, spins sword around several times, points sword at itself, and then retracts it as if it were being sheathed.
Down Taunt: Holds sword as if it were charging a black orb, while cape flows as if there were a strong wind.
Idle:
Cape constantly flows and character floats up and down slowly. Sometimes emits blue electricity. Sword is held in 3 positions. Current position depends on previous attack used. Positions are \ / and --.
Victory Poses:
Transforms into the final boss of Kirby's Dreamland 2 and closes its eye halfway while looking almost directly at the screen (Like the concept art of Dark Matter).
A vortex with Popstar in the background appears behind the character and it slowly goes into it backwards. Then the vortex disappears along with the character.
Spins sword around and causes it to disappear by retracting it into itself. Afterwards, looks menacingly down on the screen.
Losing Pose:
Just floats there with no sword.
Entrance:
Dark orb appears out of nowhere. Has two white (Color depends on costume) circles for eyes and red mouth. Eyes move to the top of its head and then disappears, while at the same time mouth opens into single eye. Afterwards, apparel and sword appear out of nowhere. Spiky "hair" also forms.
Costumes:
Default
Drawcia colors
Gooey colors
Dark Green
Miracle Matter / Zero / Zero Two colors
N-Z colors
Dark Mind colors
Additional Notes:
My original plan for flight was option 1, but I realized that characters like Little Mac wouldn't be able to hit Dark matter if they went with this plan. Therefore, I had to go with a more restricted option for flight to make it fair and not overpowered. I still left option 1 in here so that it could be improved on if anyone has any ideas.
I think Dark Matter Swordsman's Appearance should be based off of its appearance in Kirby Mass Attack. I think the sword design from there looks the best. Also, I believe the necklace suits it.
When Dark Matter performs an up or forward smash, it would be cool for the sound effect for the wave to sound like Nightmare form 1's wave attack from Nightmare in Dreamland. I just really like that sound effect.
I left certain things out of the moveset (Attack damage, attack speed, etc.) due to the fact that I do not actually have much knowledge on character balance (At the time this was posted). Also, being able to shield in the air is a big advantage I think, (Not too sure...) so there will need to be some nerfs if this moveset were to be used in the game.
It would be nice if there were a timer or a bar of some sort to measure the amount of flight time the player has left or for the amount of time that would need to pass to go out of flight range or under the stage so that there wouldn't need to be any guessing.