Thane of Smashville
- Jul 5, 2010
- 3DS FC
Shadow the Hedgehog
Shadow himself can be considered an embodiment of Chaos Energy, and can, in addition to having virtually identical abilities to Sonic, manipulate that energy naturally, making him a far more varied fighter than the blue blur.
Size - 4
Speed - 10
Weight - 5
Jump - 6
Air Speed - 9
Fall Speed - 5
Traction - 6
Shadow clenches his fists and bows his head, closing his eyes and gritting his teeth. As he glows red, he gives a shout: "Chaos..." that continues for as long as the move is charged. When the button is released, Shadow can resume fighting, though he glows with a peculiar red tint. Upon second input (meaning this is not a move you are able to charge over long periods of time), Shadow's eyes snap open, his head shooting up, and his arms flying to each side (resembling very much his Chaos Control animation from Brawl), shouting "Blast!", unleashing a red explosion of Chaos energy from his center. By not charging up the attack at all, Chaos Blast will barely reach beyond Shadow's frame, and deal only 2% damage and slight pushback, though with thankfully little lag.
The blast itself will grow to the size of a Smart Bomb Blast within about 2 seconds of charging, and at it's peak will deal 25% damage and great knockback that kills around 130%, though that's damage all at once, as the blast itself never lasts more than .5 seconds. Since that charge time is a bit unrealistic, the median of charge time, range, and damage output is about .7 seconds, with a range of 1.75 SBUs in all directions (the blast is circular), and with a damage output of about 15, dealing fairly decent knockback in whatever direction the opponent was hit in.
Up Special - Chaos Snap
Shadow snaps his fingers, disappearing in a flash of blue light. Shadow reappears a brief moment later, 2 SBUs away in whatever direction the player chooses. This deals no damage to anyone, though is extremely quick, with absolutely no lag at the end for Shadow. Shadow has the ability to charge smashes while waiting to reappear, though once he does, the smash is released immediately.
Unlike many other Up Specials, Shadow does not enter freefall after one use of this move: he can use it up to 3 times in the air, in a row or not, letting him zip around the air like he would on the ground. Touching the ground resets this limit, as well.
Forward Special - Chaos Spear
Shadow gestures forward, yelling "Chaos Spear!". A purple, arrowhead-shaped gathering of energy materializes in front of him, shooting forward at a very slow speed (about Ganondorf's walk), traveling up to 5 SBUs. When it comes in contact with an opponent, they are dealt 10% damage and some knockback, but more importantly, huge amounts of hitstun, which, while it doesn't stun them totally, it does leave them vulnerable for longer than most attacks.
Shadow can fire multiple spears , one after the other, as there is almost no lag at the end of this attack, though there is a bit of starting lag. As said, Shadow can outrun these should he immediately start to run after launching, able to follow up with some quick attacks. In the air, Shadow is able to angle because of a slight delay between press and throw, though only up and down 45 degrees each.
Neutral Special - Chaos Control
With an animation that mimics his Chaos Blast, Shadow instead yells "Chaos Control!". This isn't a charged attack, always having the same effect: around Shadow, a circle with a radius of 1 SBU (being 2 SBUs wide across) becomes distorted, and everything within slows down, much like the Shadow assist in Brawl, on a smaller scale, slowing things down to 40% of their original speed.
Shadow (and allies) are the only ones not affected by this. The zone stays up for 5 seconds, unless Shadow puts a new one up, which replaces any older one onstage. Shadow can of course fire projectiles into these fields, which causes them to slow down immensely, force opponents into them, and put them up unpredictably with Chaos Snap. Very useful for holding opponents or projectiles down in one spot for extended periods of time. Once that time is up, projectiles continue on their way as if nothing happened. Unfortunately, due to the nature of the time-slow, most knockback dealt to opponents is negated while inside the zone.
Jab - Chaos Rift
Shadow holds his right hand out in front of him, creating a purple rift of energy. Opponents hit by this are dealt 3% damage and very little knockback. Visually, it's quite similar to the Jab of Mewtwo, from Melee. The attack can hit many multiple times, but will knock opponents away before long, along with decaying to 1% per hit after the first 4, and has very low priority, as to be expected from a Jab.
Dash Attack - Slide
Shadow, while running, does a baseball slide, kicking his feet in front and sliding along the ground. He slides for 1 SBU, before doing a spinning kick while getting up. If an opponent is caught while he slides, he rides them forward as he continues sliding, dealing 1% for every .25 SBU they travel. At the end, if they are in range, they are dealt 4% as he kicks his way up, in addition to some hitstun. This is a great approaching tool for Shadow, though he has no shortage of these.
Up Tilt - Flame Kick
Shadow kneels for a brief moment, before kicking up, doing a back flip, his shoes flaming. The shoes hit directly above him, forming a small arc of fire that deals 5% damage and upwards knockback, though not much. The fire itself shoots upwards as a fast-moving projectile, keeping it's same properties. It's a good anti-air attack, and a good way to attack foes within an aerial control zone.
Forward Tilt - Chaos Punish
Shadow waves his hand in front of him, shooting a small, arc-shaped projectile forward. The projectile travels at Shadow's dash speed, reaching about 4 SBUs before petering out. They deal 3% damage and pushback, able to deal multiple hits to opponents. Shadow can fire these away, leading up to a Chaos Spear, which these easily outrun, leading to some great projectile combos, especially with foes trapped inside of your Control zones.
Down Tilt - Sweep
Shadow kicks his leg out, spinning in a circle low to the ground, sweeping with his leg. Opponents hit by the attack are dealt 4% damage and are tripped, put into prone after having their feet swept from beneath them.
Shadow curls up in the series' iconic ball, spinning rapidly to build speed. When the charge is released, Shadow quickly begins circling a 1 SBU portion of the stage, creating a black tornado, which is as tall as Ganondorf to 2 Ganondorfs tall depending on charge.
Also depending on charge is how great the suction of the tornado is. If an opponent is in the middle of a tornado, they're basically screwed no matter what charge, though the larger the tornado, the stronger the pull, ranging from the range and strength of King DeDeDe's Neutral Special to twice that strength and four times that range at full charge. Not only are opponents sucked in, but any nearby projectiles flying about or items are sucked in too. The tornado is strong enough to forcibly pull anything out of the Chaos Control zones.
When opponents are sucked it, they are tossed around the tornado, being dealt a set 10% damage, along with being pelted by whatever projectiles were caught, then tossed into the air, just above the top of the tornado, where Shadow is waiting for them. Obviously, great set up for an aerial attack, but also a great way to deal massive amounts of damage if you've got a lot of projectiles thrown around, or even inside you're Chaos Control zones!
Down Smash - Spin Dash
Shadow once again curls up into a ball, spinning rapidly to build speed. When the charge is released, he shoots forward at a speed of 11 to 15, depending on charge, still in the ball. He's fully controllable, much like Sonic's Spin Dash, lasting about the same amount of time as that with all the same charges, and has huge priority over most moves in the game, only getting beaten out by the very strongest.
Opponents caught by the dash are dealt 3% constant damage and are constantly pushed back, being dealt multiple hits in very short periods of time. At the end of the attacks, Shadow pops out of the ball with a powerful kick, dealing an extra 10% damage and lots of knockback, though he can cancel out of the attack at any time before this by rolling or shielding out of it, allowing him to push opponents along the ground and position them where he pleases.
Side Smash - Chaos Nightmare
After the charge, Shadow snaps his fingers, causing a small explosion to occur 1 SBU away from him. At minimum charge, the attack is about to scale with the .gif above, dealing an okay 10% damage and decent knockback. At full charge, the attack is easily 3 times that size, dealing 35% damage and very good knockback, KOing at around 95%.
The attack itself is a bit on the slow size, a it unusual for Shadow, but as long as he can hold opponents down in one place for a while, he's got a great KOing tool on his hands. Unlike the Chaos Blast, however, another powerful killing tool, it's not as varied in how you can approach using, nor can it be pulled out unexpectedly. As a result, you've got a choice between a more versatile move vs a more powerful one.
Jab Air - Homing Attack
Shadow locks in on the nearest opponent, flying in their direction, reaching a total range of about 3 SBUs. The homing attack itself deals 7% damage, though doesn't knock opponents too far away, allowing you to follow up. The attack gets far less effective the more you use it, and after the 4th time using it consecutively, Shadow simply curls into a ball, not moving at all. Touching ground resets this.
Down Air - Gravity Dive
Shadow stalls for a brief moment, the shoots downwards foot first, with an attack that looks very similar to Sonic's own Down Air. It doesn't continue downwards until stopping, though it does fall for a very long time. It has quite a bit of lag for hitting the ground without hitting an opponent, though Shadow can cancel the move with a Chaos Snap after the first few frames. It deals 8% damage and is a spike downwards.
Forward Air - Chaos Attack
Shadow opens up the attack with a swift kick, followed by a flurry of quick punches, then another kick, knocking them away. The entire attack deals a total of 9% damage, and deals diagonal knockback downwards. Shadow can continue to attack by following with a Chaos Snap.
Back Air - Boost Kick
Shadow kicks his legs out behind him, his rocket shoes flaring, dealing 6% damage and decent downwards knockback. Even Shadow can let an opponent sneak up on him sometimes, ya know?
Up Air - Drag Down
There's no point in pretending this isn't what it is: Shadow reaches up above him, attempting to grab whatever it is above him. If he's successful, he pulls whatever it is downwards, throwing them diagonally towards the ground. This isn't a Spike, and the knockback downwards isn't very much, but it is enough to get the opponent at least 2 SBUs away from Shadow in a reeling state. Deals 5% damage
Shadow reaches forward with both hands, leaning into it, though his reach isn't exactly stellar due to his short arms. When he does grab them, he holds them by the scruff of their neck, basically strangling them. For the pummel, Shadow merely releases some Chaos Energy from his hands in short spurts, dealing small bouts of 1% damage. Fairly standard as far as grabs go.
Down Throw - Saw Spin
Shadow throws the opponent to the ground, then curls into a ball and spins on top of them, imitating Sonic's similar throw. Opponents are dealt 12% damage, and once the throw is over, opponents end it the prone position, with Shadow dangerously in range for an attack.
Forward Throw - Chaos Beam
Shadow throws the opponents forward, diagonally upwards, and blasts them with a purple beam. The beam itself does no damage or knockback, but it DOES do something very important: Shadow has just focused Chaos Control into a beam, and the opponents will be frozen in place for 1 second, yes, even in the air. Luckily, Shadow has all sorts of ways to follow up on the freezing.
Up Throw - Snap Teleport
Shadow snaps his fingers, teleporting both him and the opponent upwards 2 SBUs, letting go. Shadow suffers from no lag at the end, allowing him to follow up easily. Much like your Up Special, Shadow is able to control where he teleports to by pressing a direction on the control stick before he reappears. Great for positioning, especially when you can use another Chaos Snap out of it.
Back Throw - Rollout
Shadow curls into a ball, curling the foe with him, and rolls back 1.5 SBUs. When he uncurls, he keeps the foe in his grab, along with an extra 5% damage for their troubles. Shadow can do this for as many times as he wants, though the foe will usually be able to break his grip after 1 or 2 times, as he isn't entering a new grab, and any attempts to break the grab carry over when they uncurl. Still, it's a good positioning tool.
1. Shadow can now fly around the stage at free will, much like Super Sonic. It's a bit slower, but far easier to control, though doesn't automatically damage opponents who are flown into.
2: Super Shadow's specials are different from that of regular Shadow's.
3: This form lasts for 15 seconds.
Down Special - Chaos Blast
The move is now instantaneous, rather than having to be charged. The blast now covers 4 SBUs in every direction. Even though it's great, it takes up a ton of power, and can only be used once, ending the transformation, actually automatically happening at 15 seconds. Deals 40% damage and knockback KOing around 70%.
Up Special - Chaos Boost
Bears a resemblance to Fox's Up Special in both charge and animation, though it;s far faster and hits much harder, dealing 30% damage and awesome knockback to any opponent who is hit. It can be controlled while boosting, and also aimed before it even takes off.
Side Special - Spear of Light
Shadow fires a white arrow forwards, which deals 15% damage and decent knockback. The arrows fly very fast, and can indeed be spammed because they have absolutely zero lag.
Neutral Special - Chaos Control
Shadow instantly stops time for 10 seconds. Used at the very beginning of the move. Opponents hit will be dealt no knockback while frozen in time, taking all of it stacked once time moves again. Can be turned off by using the neutral special, and turned on again by using the neutral special again.
(Rather than give a terrible summary of how I think a match should go, I'll give you instead a list of his specials, his base, and how other moves tie into that attack. I'm still not great at writing these, you guys.)
Chaos Snap is most likely the asset that Shadow will utilize most in battle. Most of it comes down to just how much it can be used for: recovery, approaching tool, and retreat option are the most obvious. As an approach, Chaos Snap allows not only for at attack that can basically put you anywhere you need to be, but also allows for a bit of trickery: feinting, fake outs, and even forcing of approaches because of just how dangerous Shadow can be from afar.
Chaos Snap lends itself naturally to Shadow's aerial game, allowing him to follow up attacks more easily than most, and, mostly, gives him just far better control over the air. As suck, combining Chaos Snap with, say, Homing Attack, gives that aerial (which is arguably his best offensive aerial tool) a range of about 5 SBUs. That, and he can pull off some neat tricks with it too. You know those combinations that teleporting characters always seem to have, where they knock an opponent into themselves to deliver another hit? Yeah, He can to those.
It also meshes well with Shadow's Smashes, for the simple fact that you can cover up ANY starting lag on the smash and attack directly out of it. Granted, the attack won't have an incredibly high charge on it, but still, this means that the tornado, one of Shadow's most important moves, can come out of anywhere. Of course, it's also an invaluable tool for his grab game as well, as an attack on an already incredibly fast character that allows him to sneak and catch opponents off guard.
As an actual attack, or means of dealing damage, Chaos Spear will definitely be Shadow's most used special. As a slow moving projectile, shadow's got a couple of ways he can use this from a purely attacking mindset, Shadow can use these to actually add knockback, albeit small knockback, to ground assaults, something his tilts lack. Of course, used in tandem with his forward tilt, you've got something resembling a projectile assault.
In general, it's best not to rely on these as your soul means of attack, simply because of how damn easy it would be to see them coming and react. Chaos Spear can put you closer to opponents before or after firing. In fact, on the ground or in the air, one of Shadow's best methods of using these is to actually knock opponents into them as they're coming in!
The biggest interaction is with the Tornado, a move that, in all honesty, might have potential to be the highest damage output of any attack in the game, as it sucks in every projectile within it's range, and throws ALL of them at the enemy, who takes the combination of all of their damage (but, luckily for them, none of their knockback), leading to absolutely huge damage output...luckily for them, Shadow's not exactly great at dolling out knockback, having only 3 or 4 attacks that deal anything substantial at all.
Shadow's signature ability plays an absolutely huge role in his matches, arguably being his bread and butter. Shadow needs to force opponents into these zones, along with some projectiles. Half of this is because Shadow desperately wants time to charge up his main KO move, half because he wants opponents within range of his Tornado.
Actually getting opponents into zones requires a lot of up close attacking on Shadow's part, meaning he's not going to be able to charge up that Chaos Blast for a while. Generally, approaching with your Down Smash or Dash Attack is the way to go here, especially with the help of Chaos Snap, they both allow Shadow very precise area control.
This set-up is really where your grab game shines, because it allows even further control over where the foe is, and exactly where you want your Chaos Control zone to be. In general, Shadow wants to throw it up when he is right next to opponents, so as to keep them near the center, an therefore in the zone longer. If you're still reading this, I recommend you go check out the Sonic Movie. It's available for free on YouTube and is awesome!
Due to the nature of the zone, this isn't an attack plan of "hold opponents down to one spot, use powerful attack to kill", as knockback it negated while opponents are in the zone, meaning, if you want to kill them, they need to be at least in a position to actually fight back. Of course, this doesn't stop you from CHARGING your attack while they're held down.
Shadow does not fare well in the knockback department. With the exception of this attack and his Side Smash, the only other moves that knockback that's of any use are a Down Aerial that doesn't spike and is more used to force opponents back down onto the ground, a Back Aerial, and a Up Tilt that is mostly meant for stopping aerial approaches.
This leaves Shadow with two main methods of KOing: Chaos Blast and Chaos Nightmare. Chaos Blast is usually your first option, as it can be charged, saved, and then promptly brought out of nowhere for a devastating finished. Of course, that's assuming they don't see it coming with Shadow glowing red and all. Luckily, Shadow is great at approaching: it's actually finishing the approach with this attack that's a bit of a challenge, because when opponents see you, they'll do everything in their power to stop you and delay the attack. Shadow's great positioning throws are again especially helpful to you here.
Chaos Nightmare is far more predictable, but way more powerful, being almost a guaranteed kill later in the match. Unfortunately, opponents can also see THAT coming, as it has a distinctly different charging animation from your other two Smashes. Basically, Shadow can deal tons of damage, but it's actually capitalizing on that damage that's hard for him.
He's also good at basketball :3