Amen, brother. Now that we're on it, let's start it up!
Job #41: Opa-Opa's Moveset
General Playstyle:
Opa-Opa is a zoner character who's rather light in weight, weak close-range attacks, low health and has the worst ground speed, making him feel like one of the weakest characters unless he's armed with upgrades from his Down Special. Despite this, his air mobility is slow and he can keep opponents at bay with his projectile attacks.
As the roster's first air-oriented fighter, Opa-Opa can air-dash in four directions and has even a bit longer distance, considering how his series focuses on aerial combat besides ground-level moving.
Notable Normal Attacks:
For his melee attacks, Opa-Opa uses his wings to slap opponents, legs to kick/stomp opponents and perform back-flips. His dash attack also has him twirling forward while running (actually floating a bit). His smashes involve Flash Shot (chargeable forward shot), Hurricane (summoning multiple wind blades above him) and Thunder Volt (summoning two lightning bolts at both sides).
For his aerials, Opa-Opa uses various weapons like Back Shot as he vertically spins around to rapidly shoot projectiles at both sides of him for a "death blossom" in his neutral air. He uses Fire Ball & Backfire for forward and back aerials respectively in which he shoots a fireball on either side, propelling himself either backwards or forwards a bit. Up air uses Cross-Rang to throw a shuriken-like projectile that circles above him. Down air has Opa-Opa using Quartet Missiles to shoot four, quick spreading missiles below him.
Special Moves:
- Neutral Special: Twin Shot - Opa-Opa shoots small twin projectiles forward. Damage is a bit weak, but it can be spammed by repeatedly pressing or holding down the button and he can even move/jump around while doing so. Changes applies from Down Special.
- Big Twin Shot - Does twice as much damage.
- Laser Beam - Shoots forward a laser beam, which traps opponents inside, building up damage if they stay for a long period of time.
- Wide Beam - Shoots forward a large, curved projectile which does 1.5x damage, but doesn't go out as far.
- 7-Way Shot - Shoots forward 7 bullets in front-facing angles (like Contra's Spread Gun) and can keep opponents in place. They do 1.75x damage compared to Twin Shot when all projectiles connect right in-front of an opponent.
- Side Special: Bomb Drop - Opa-Opa tosses a bomb forward in-front of him in an arc, which explodes on-contact with an opponent or a floor. Changes applies from Down Special.
- Twin Bombs - Allows Opa-Opa to immediately throw an another bomb for twice as much damage.
- Fire Bomb - Tosses a bomb that summons two fire waves at each side when exploding.
- Heavy Bomb - Drops a small 16-ton weight from the sky in-front of him, that meteor-spikes aerial opponents and even buries grounded opponents when directly hit.
- Smart Bomb - Envelops Opa-Opa like a shield, stunning opponents and pulling in projectiles close to him. Does large damage to an opponent if they're at the epicenter of a explosion.
- Up Special: Flight - Opa-Opa flaps his wings and flies into the air, able to move freely around and even use his Twin Shots and Bombs for a few seconds before dropping back onto the ground. Changes applies from Down Special, changing up Opa-Opa's speed during this move.
- Big Wings - Slightly increases Opa-Opa's speed and strength of his wing-based attacks. Also grants him a third (yet short) jump.
- Jet Engine - Goes a bit farther than Big Wings, but not as high.
- Turbo Engine - Faster than Jet Engine, but harder to control.
- Rocket Engine - Very hard to control, but goes the farthest.
- Down Special: Item Shop - A Shop Balloon appears besides Opa-Opa as a menu appears, showing up three random items on each category (which can be changed with a control stick) that Opa-Opa can buy with coins that he drops from opponents during his attacks. Some of them will give Opa-Opa buffs for 15 seconds (with 5 seconds as a delay to prevent spamming) like increasing his speed, change up his Specials, etc. Works partially similar to Hero's Command Selection.
All-Star Move - Fantasy Finale:
Opa-Opa charges up, turning into his Extra Ship icon version and then shoots a more powerful, multi-coloured version of Laser Beam towards opponents. If it hits anyone, he will equip the Rocket Engine and quickly flies from every direction at high speeds to tackle them a few times as they're trapped in the middle like Greninja's Final Smash and Spidey's Maximum Spider in Marvel vs. Capcom.
Finally, Opa-Opa then finishes off by dropping a Ultra Bomb from the sky and it causes a giant, tremendous explosion that sends opponents flying away as he lands back on the ground, turning back to his current form. Based on
all three Hypers used by his MUGEN self, yet weapons come from his games.
Others:
Aesthetics: Opa-Opa sports his regular appearance throughout the series, with additional textures and details coming from his
Shooting Game Historica Gashapon figure. His palette swaps are inspired by other characters such as his brother Upa-Upa,
Evil Opa-Opa (his dark doppelganger from Fantasy Zone II), O-Papa during his
boss fight,
Upa-Upa's mother, and even Harrier (yellow visor/darker red body/white lines/silver wings). He also has palettes based on a
NES box-art (silver skin & wings/blue visor/gray lines) and Zaxxon's ship as shown above. Finally, he has two "special alternate costumes" from the shop, which are his classic
Master System self and apparent son,
Opa-Opa Jr. from Fantasy Zone Gear and Space Fantasy Zone (with
shoes from it's artwork).
His
shield is taken from Fantasy Zone II, when he faces his doppelganger, Evil Opa-Opa, in a final boss fight on Strange Field. It will flicker when close to breaking.
Like Mega Man, when KO'd/defeated, Opa-Opa will explode into
multiple light droplets as a death jingle from Fantasy Zone II plays.
Entrance Animation: Opa-Opa flies slowly from the sky and drops himself onto the ground by landing on his feet. Partially based on the first stage intros in arcade versions, most particularly
Fantasy Zone II DX's.
Taunts:
Taunt 1: Opa-Opa's visor reflects a curve on his windshield as it glints dramatically and a tear drops under said curve. At rare chances, Evil Opa-Opa's shadow will briefly show up with evil eyes, but Opa-Opa uses Drop Tears to quickly eliminate him for preventing from hindering the fight. References O-Papa crying at the end of the first game, and how his reveal as the Menon Forces' boss started up the events of Fantasy Zone II: The Tears of Opa-Opa.
Taunt 2: Opa-Opa pulls out a random coin, which can be used to bring up a coin balance for his Down Special. Possible numbers include 10, 50, 100, 200, 500, 1000, 2000, 5000, 8000 and 10000 (even over that number) depending on amount.
Taunt 3: Similarly to Pac-Man's Namco Roulette, Opa-Opa opens his wing flat and shows a random sprite from SEGA's 1980's arcade heydays such as Ferrari Testarossa, Pengo, Zaxxon's ship, Hang-On's biker, Harrier, F-14 Tomcat, Teddy Boy, Mary (Quartet), etc. References his status as their first mascot.
Victory Theme: Round Clear (Fantasy Zone) - minus a boss defeat jingle at the start, hence why it's time-stamped.
Victory Animations:
Victory 1: Opa-Opa does a 1080 spin and then claps with his wings above him. Based on his race win animation in Sonic and Sega All-Stars Racing.
Victory 2: Opa-Opa is seen running around, collecting coins scattered across the ground and then flies away off-screen.
Victory 3: Opa-Opa flies in a circle 3 times and ends it with a barrel roll before descending. Upon landing, he then does a peace sign with his wing as he poses like in Super Fantasy Zone's credits.