Red Tornado is a character from DC comics, being one of the more popular B-listers in the line. Created and built by the supervillain T.O Morrow as a way to infiltrate the Justice League, the android Red Tornado eventually turned over a new leaf and now is a member of the League. He is a wind elemental, able to create winds and tornadoes so powerful they can level buildings in seconds. He's also super resistant thanks to his well-built body, and with his winds he has been known to travel at speeds so fast he is invisible to the human eye. However, as an android, it is devoid of emotion, and is troubled by his almost futile attempt to understand them.
Stats
Size o 8
Ground Speedo 4
Weight o 9
Jump o 7
Aerial Speed o 10
Fall Speed o 6
Special Attacks
OOOUp SpecialOOO
A red cyclone manifests itself underneath Red Tornado's body, propelling him up 3 SBUs . The tornado itself reaches down up to 3 SBUs, and if there is no stage underneath him, the falls into helpless. If it does touch down, Red Tornado now has the ability to move forward and backward at a speed of 3 for up to 10 seconds, or until he's dealt 15% damage. He takes only horizontal knockback in this state, effectively halving it. He can also use any attacks besides standards from here, giving him an approach option. Any opponent caught in the cyclone will be dealt 5% damage from a grab hitbox, before being thrown in a random direction, with good knockback. There is a 10 second cooldown time in between uses, preventing spamability.
OOONeutral SpecialOOO
Red Tornado puts his hands above his head and creates a 1 SBU wide and 3 SBU tall red tornado, which he then throws forward fairly laggily. This tornado slides along the ground at Ganon's walk speed, turning as it runs into walls, and continues to move until it falls off the stage. The tornado has a suction that reaches out to both sides, as powerful and length wise as Kirby's. Anyone sucked in is dealt 6% damage and is thrown out the top for decent upwards knockback. He can have up to 5 of these tornadoes out at a time, and any tornado that runs into another simply push against each other, turning itself around and going the other direction. Creating a new tornado simply gets rid of the oldest still active tornado. Tornadoes can be destroyed by attacks that deal more than 15% damage, causing them to dissipate.
OOODown SpecialOOO
Red Tornado crosses his arms before throwing them out to his sides, engulfing himself into yet another tornado, the same size as his neutral special. Using this out of your up special makes him simply sink down into his already-existing tornado, which fixes itself to match the size. He can move around at a speed of 3, acting similarly to that of the other tornadoes in terms of damage and knockback. If he runs into any of the other tornadoes, the "bounce" off of him, moving in the other direction, giving him good control over where the tornadoes go. By pressing the neutral special, he can make this one of his regular tornadoes, letting it off on it's own. After 3 seconds, if he's still in the tornado, it fizzles out laggily, leaving him open to attack, which also happens if you manually cancel using the down special again.
OOOSide SpecialOOO
Red Tornado throws his hands out Hadouken style, creating one long, sideways tornado out of his hands. The tornado reaches about 2 SBBs forward, and pushes and character hit by it back up to 5 SBBs depending on weight, though while dealing no damage. Anyone who falls into it simply is pushed out too. The Tornado itself only lasts for as long as Pikachu's ThunderBolt. It can also be used to push around your pre-existing tornadoes, once agian giving you good control over where exactly they go. The lag on this again leaves something to be desired, but opponents should be too far away to punish you anyway.
Standard Attacks
OOOJabOOO
Red Tornado simply and effectively delivers a punch forward, reaching 2/3rds of an SBU forward and dealing 4% damage. The knockback on this is pretty damn good for a jab, good enough to be effective at knocking people into your tornadoes. As a jab, the lag on this is minimal, though not to the point of being like Pikachu or Falcon's jab.
OOOForward TiltOOO
Red Tornado's eyes glow blue, as he shoots a light blue laser from them. This happens extremely quickly, with the laser being the size of R.O.Bs, if a bit slower to travel. Anyone hit is dealt 7% damage and large amounts of hit stun: this is a perfect way to keep enemies where you want them for just a few more moments before you catch them in a tornado.
OOOUp TiltOOO
Red Tornado once again puts his hands above his head, this time creating a very short, wide tornado, which he continues to hold for up to 3 seconds maximum. This tornado, which barely reaches 1/4th of an SBU in height, creates a very powerful suction hitbox that reaches 5 SBUs above Red Tornado. This will obviously pull opponents who are trying to approach from the air down to your level, but as the ending lag is extremely small, it can flow nicely into your Neutral Special, allowing you to catch opponents in one of your cyclones.
OOODown TiltOOO
Red Tornado delivers a downwards punch, which deals 5% damage, and pitfalls any opponent it hits. Pitfalled opponents are still fully vulnerable to your tornadoes, though this is an especially weak pitfall that will only keep opponents down for a small while. Of course, this still helps, as it gives you time to catch them inside one of your tornadoes without too much fuss.
OOODash AttackOOO
As he runs, Red Tornado quickly turns into a small tornado, continuing at the speed of his dash, covering a good SBU distance. Anyone who is hit during this time is dealt 5% damage and tossed into the air, just long enough to cover the ending lag of this attack, which, while not bad per se, is still fairly long compared to other dash attacks.
Grab Game
OOOGrabOOO
For his grab, Red Tornado creates another same-sized tornado out of his hand, giving him an entire SBU of grab length, plus a bit of suction. Opponents who get caught in this tornado are dealt constant 2% damage per second for the entire 5 seconds they can be trapped in, but breaking the grab works as it would normally. Getting re-grabbed resets the timer for the automatic release, however. Red Tornado can also grab one of his pre-existing tornadoes, provided an opponent is already inside, and can use all of his throws on IT, having largely the same effect. As such, he has no pummel.
OOOForward/Back ThrowOOO
Red Tornado pushes the tornado he's holding the opponent in away in the direction the attack was input, not affecting any of the tornadoes he's got out on the stage at the moment. The tornado travels at the speed of any of the other tornadoes, having the same properties, only holding opponents in and still dealing the constant 2% damage. The goal here is to either space the opponent away from you to give yourself some breathing room, or, in fact, bounce the tornado off of another, send it back to you, and re-grab, resetting the timer and keeping the opponent trapped and constantly dealing damage.
OOOUp ThrowOOO
Red Tornado surges his power, launching opponents up and out of the tornado, dealing 15% damage and good upwards knockback that kills at around 160%. This is one of your best KO moves, as Red Tornado will almost always be knocking opponents upwards anyway. It also flows fairly well into your Aerials, provided you can get yourself up there fast enough to follow up on it.
OOODown ThrowOOO
Red Tornado stops the cyclone, pounding opponents down with his fist, dealing 16% damage and bouncing opponents off the ground. This is more of a move used to deal damage than anything else, but it does put opponents into prone, leaving them open for more attacks. Unfortunately, Red Tornado can't infinite this, as the ending lag is long enough to allow opponents to get away.
Aerial Attacks
OOOAerial JabOOO
As was his grounded Jab, Red Tornado simply punches, though this time the punch is angled down, allowing you to put opponents into any tornadoes down below. This deals 3% damage and okay downwards knockback.
OOODown AerialOOO
Red Tornado spreads his hands and angles them downwards, though not directly downwards, at the ground. He then creates 2 long, thin cyclones, one from each hand, which reach all the way to the ground, 1.5 SBU away from each other. These act as almost solid walls, dealing 3% damage to anyone who touches them, trapping opponents between them should they get caught. This can also be used to trap tornadoes between them, bouncing them back and forth, allowing you to hold them in certain positions. Any opponents caught from your grab will also be bounced around in here, as well as taking the 3% damage every time a wall is hit, making this good damage racking.
OOOForward AerialOOO
Red Tornado whirls himself into a tornado (sinking into his current one if he's using his up special), and snakes forward, the top and widest part of the tornado flying in an arc before going to the ground. This will catch any opponent that happens to be in the way of the opening of the tornado, spinning them around inside and dealing 1% damage per second the are trapped. After 3 seconds, the tornado disappears, dealing decent knockback to any caught opponent, as well as letting Red Tornado regain control immediately, with almost zero ending lag afterwards.
OOOBack AerialOOO
Red Tornado turns around in the air, opening a tornado from his hands. This tornado is small and not too wide, though it does create a suction that is as powerful as D3's inhale. This doesn't do much besides bring opponents closer to you, but then again, that IS exactly what you want, making this a good move to use in conjunction with your grab.
OOOUp AerialOOO
Red Tornado quickly throws his hands out to his sides, creating a pushing effect in front and in back of him. This will push any opponent that is caught in the 2 SBU range back 3 SBUs, making this a fairly good GTFO move when Red Tornado needs his space.
Smash Attacks
OOODown SmashOOO
Red Tornado throws his hands up, charging this attack. When the charge is released, Red Tornado throws his hands down, and two tornadoes appear on either side of him. He then makes a pushing motion to both of them, sending them moving in both directions. The charge time affects how fast they travel: full charge shoots them away at Falcon's dash speed. The speed also affects the damage dealt: these tornadoes are faster and more violent, simply knocking opponents back and dealing 15% damage at full charge, as opposed to sucking them up.
OOOForward SmashOOO
Red Tornado, as he charges, summons a tornado which engulfs him. Upon release, he suddenly disappears...he's traveling faster than the speed of light! At full charge, he will reappear 4 SBUs away from his original position, delivering a fierce blow that deals 20% damage and good upwards knockback to anyone it hits. Exactly where you reappear is aimable, giving this good potential for mindgames, though he does go into helpless in the air after this attack, and he ignores edges when using this move.
OOOUp SmashOOO
Red Tornado takes a battle position for the charging animation, looking as if he's ready to attack. When the charge is released, he shoots himslf upwards, propelled by a tornado, up to 4 SBUs, his body acting as a hitbox. He remains a hitbox until he reaches the height of his ascent, afterwards he becomes fully controllable again. If he hits any opponent, he deals 14% damage and good upwards knockback, though coming into contact with anything stops his flight.
OOOFinal SmashOOO
Red Tornado has grabbed the Smash Ball! He summons up all of his energy, creating powerful winds, and gathering them up to create a Tornado the size of Giga Bowser! This deals 25% damage and great knockback to anyone it hits for the entire 10 seconds it's controllable, as the tornado moves at Pikachu's dash speed around the stage! Afterwards, Red Tornado returns to his regular form, free to continue the match.
OOOPlaystyleOOO
Red Tornado is all about spacing and making his tornadoes, and making sure opponents get into the tornadoes. His grab is his best way to damage rack, and keeping opponents in is as easy as bouncing them back for another grab. Once you've used all of these options, it's as simple as re-grabbing them. Of course, positioning the tornadoes takes a front and center, too, as Red Tornado never wants opponents to feel safe, and always wants them on edge just due to the sheer amount of tornadoes. Keep pressure, keep vigilant, and soon enough, opponents will be falling right into your hands.