Peridot
"I'm reporting this!"
Peridot is a Gem from the T.V. show Steven Universe, one of the villains of the show, she came to Earth from the Gem Homeworld 5.000 years after war broke loose on our planet. Meaning to check on the "cluster", Peridot had her plans going fine and dandy until her confrontation with the Crystal Gems, the guardians of the Earth, who weren't at all wanting a Homeworld Gem near Earth, especially considering her plans involved the Kindergarten location in some manner. Long story short a buncha stuff happens later, but it's all too spoilery to my taste, so just go ahead and watch the show if you really want to know what happens to her in the story.
While at first robotic and monotone, Peridot soon evolved during the series to become more hotheaded and way, WAY more goofy. While not really one to engage in combat, being more of a technician or the like, Peridot still has a whole slew of attacks and weapons, including some Homeworld tech and her deatatched fingers, which they themselves grant Peridot a whole slew of attacks, including but not limited to electrokinesis, blasters and even flying (we'll get on that part later, trust me).
Watcha waiting for, let's get onto the set! Oh, and how about
a clip of her first appearance and a
nice remix of her theme for you to jam while reading the set!
Now, you clods should pay attention, as the moveset is about to begin!
Stats
Height: 7/10
Weight: 65/120
Ground Speed: 4/10
Dash Speed: 5/10
Air Speed: 4/10
Falling Speed: 7/10
Jumping Height: 3/10
Crawl? No
Wall Jump? No
Wall Cling? No
Stat-wise, Peridot is a light character with a tall yet thin physique, who has pretty mediocre stats all across the board. Peridot's ground speed isn't nothing to amazed about, and her dash speed doesn't accelerate much. In the air Peridot doesn't have a lot going for her, she isn't the best in moving around and has a pretty weak jump (which impacts recovering potencial), her falling speed is at least good enough for her to have some good control over it.
Due to her stat-spread, Peridot works best at a good distance to the opponent, rarely going straight into them, Peridot is also a big-hitbox'd light character, so when you play her you really should be on your toes.
Due to her stat-spread, Peridot's best bet is to stay away from the opponent to not risk being launched and getting off-stage, somebody playing Peridot should keep they're distance from the opponents and also keep an eye out.
Instead of a Wall Jump or Cling, Peridot can do more: she can move herself up and down on the battlefield walls, being able to then straight up walk below stages like FD, either by running towards said ledge or wall, which will still continue her jogging, or by jumping towards a wall, where she will cling for a few frames, during this time, on can input up or down for her to then run along the wall. All of these examples have Peridot run in the wall for 6 seconds before she is forced to free-fall and lose the abillity to do this technique for another 4 seconds. Her directions when on the wall are still the same as when on the ground, meaning that when on a 90 degree wall and facing upwards, inputting to move right makes her go up, which might be hard to adapt for new Peridot players, but can be perfected with practice. Peridot can still stop when on a wall or upside-down, and can also use her moves (though she can't shield or grab at all), though of course, since she can only stay at a wall for 6 seconds, it might be hard to put to good use something like a fully-charged Smash Attack. If Peridot receives any damage during the wall scaling, she will fall off wall and, again, not be able to scale the walls of the stage for 4 seconds, if she jumps off the wall she will return to normal gravity and still have to wait 4 seconds until being able to scale any walls again.
As for the controls for when Wall Walking, if Peridot has entered Wall Clinging by running towards a ledge or wall, if Peridot continues to input the same direction she had when she ran up the wall she will, regardless of gravity changing, continue to go forward with that input, but if she stops, her controls will now be appropreated for the terrain she's on (so if she stops on a 90 degree wall, to go up she will have to input up), and she will again continue to walk at that direction despite gravity and will only appropreate if she stops, unless she returns to normal land, at which point she will regain normal controls after a few frames in.
This mechanic fits in nicely with Peridot's long-distance playstyle, as Peridot can have some nice safety when somewhere like below the stage, where it may be riskier for the opponent to try and go and attack her, Peridot also has a great number of attacks that can utilize her wall-scaling and also a good number of projectile attacks so that even on a wall she can still somehow do damage to opponents. Scaling walls can also be an amazing recovery option for vertical recovery, though due to Peridot's average speed it's possible that if recovering on a wall way below, she may not be able to recover in time, she may also be easily edge-guarded due to not being able to shield, and characters like Bowser Jr. and his Up Special and Peach and her Down Special have projectiles that can hit Peridot when scaling up a wall, which can be a big problem.
If Peridot has made the opponent go offstage, scaling a wall close to the ledge can be a nice edgeguard tactic, as she can then protect the ledge with an attack that hits above her.
Specials
Side Special: Robonoid Deploy
A Flask Robonoid, a blue robot with a main body the size of a Smart Bomb and four deatatched legs, suddenly scurries forward out of Peridot's right side and then in a rather wonky matter walk around the battlefield at the speed of a walking Dedede, or, if deployed in the air, fall down diagonally until hitting the ground, if deployed in regular terrain, it will not fall off ledges, while if deployed while Peridot is Wall Scaling, will be able to climb up or down a ledge for a single time, making it possible to deploy a Robonoid to attack somebody even from the ceiling or from below the stage, that's crazy.
If it bumps into an opponent, it will do a passive 5% damage with no knockback, but also in return receive 2% damage, depleting it's 10% Stamina points, which if completely depleted, makes the Robonoid explode and release a blue toothpaste-like liquid which falls down and creates a puddle directly below where the robonoid exploded, only a bit bigger than the Robonoid in size, which lasts for 5 seconds.
If Peridot touches the liquid, they will recover 1% damage per foot step and absorb the goop, meaning that due to it's small size, it will only recover about 2 to 3% damage to her when walks through it. Up to 3 Flask Robonoids can be deployed, and if one tries to deploy another, none will appear from Peridot's side.
If Peridot uses an attack with an electric effect on one of her Flask Robonoids, they will have they're speed increased, with an 1.10x speed increase for electrical atttacks that do 6% damage or lower, 1.25 for attacks that do damage between 7% and 10% damage, and a 1.40x increase for 11% and higher, with the latter increase also making the Flask Robonoid be crackling with electricity. If a Robonoid is fully electrified, the other possible 2 can only be electrified to the second level. Robonoids can store in electricity and can reach levels by multiple electrical attacks from Peridot. A Robonoid's attack power will scale with each electricity level, starting at 5% damage, they're damage rises to 6%, 7% and 8% for Level 1, 2 and 3 respectively, with it's knockback also increasing a bit with each fase.
This mechanic makes it so that the Robonoids have differing speeds one another, making they're gameplay less predictable and more hectic, causing lot's of trouble to the opponent.
If Peridot holds down the special input on this move when there are no other Robonoids, a Plug Robonoid, a bigger and more translucent Robonoid, shown visually increasing in size as it jumps out of Peridot's side, hops out of her right side and then scuttles forward at the same speed as a Flask Robonoid, except, of course the fact that this Robonoid is almost the size of Peridot herself, it also has increased stamina, 13% to be exact, and cannot be powered up by Peridot's electrical attacks.
Opponents hit by it will receive 10% damage with light knockback, though also doing 4% damage to itself. If destroyed, it will cause an explosion of liquid much like the Flask Robonoid, though since it's bigger, the puddle left is also larger, being about as wide as itself, it still recovers 1% damage per footstep to everyone who steps on it, so by walking through it, one may recover about 5% damage.
After a Plug Robonoid is deployed, no other Robonoid, plug or not, may be released, making it so that having a Plug Robonoid out seem more like a trade of versatility for power and size.
Neutral Special - Arm Cannon
With a tap of the Special button, Peridot positions her right arm forward, with her left arm holding it, while also changing the position of her finger for one to be in the middle, and the other 4 to be surrounding her arm. Peridot then charges up a ball of electricity a bit bigger than a Smart Bomb (shown visually growing when charging) and then releases it, then reconfigurating her fingers and returning to battlestance. If Peridot holds out the button, she will stall out her shooting of the energy ball, and if the firing of the energy ball is prolonged for 2/3 of a second, the ball of energy will from then on have doubled in size for the rest of the held-out attack.
The shot energy blast will travel horizontally in a straight line at quite an impressive velocity, comparable to Fox's dashing speed, though it will only travel the distance of half of Final Destination before dissapearing, while still being quite a fearsome attack due to it's high velocity, doing a nice 8% electrical damage while knocking the opponent back a little, the move can't really be spammed much due to it's startup taking a while, but it be a pretty nice move to attack from a distance without the use of Robonoids, especially in the air, where Robonoids don't do well. A charged up blast will travel at the same speed as before, but will also have they're distance coverage upgraded to 2/3 of Final Destination, doing a great 15% electrical damage to opponents and also knocking them horizontally, being capable to KO at only 120% damage!
As Peridot charges, you can aim upwards to position her arm to shoot above her, or input downwards, making her crouch and make it possible for the shots to hit her Robonoids, which is quite nice considering she can upgrade them from a distance and not risk being beaten up.
Peridot reaches out towards her gemstone and grabs out of it a small green bomb that's both similar to a Sticky Bomb in appearance and size. She then crouches down to places the bomb in the ground directly in front of her, which then sticks on as she returns to neutral position. Immedietly after being placed, the bomb will flicker bright green for 1 second before bursting into a quick explosion of light about as wide as a Battlefield platform and about as wide as 2 Fox Blaster lasers, with the bomb being destroyed by the blast.
The bomb can be safely destroyed without an explosion by an opponent after recieving 4% damage.
Now, you may think that this is just some trap bomb that does some nice damage to opponents, but the blast from the bomb is actually an electromagnetic pulse, which actually does no damage to the opponents, but affects projectiles!
If an energy-based projectile is affected by the blast, it will simply dissapear, while if a non-energy based projectile is hit by the blast, it will suddenly stop on it's tracks, falling to the ground if midair, and become a throwable item, being throwable in a regular throw arc, doing a measly 2% damage on throw, but also having it's original side-effect (so a Bell from Pac-Man still stuns the opponent), it will also dissapear if kept in the ground for too long just like any other item and also dissapear if it hits the ground after being thrown.
Now, that's fine and dandy, but have notice that the EMP Bomb will also affect Peridot's own Robonoids! If any kind of Robonoid is affected by the blast, they will retreat they're legs into they're body and stay in place, now becoming throwable items, with the Flask kind being thrown like any small object and doing 5% damage to opponents with light knockback, exploding into they're fixing liquid the same size as when normally destroyed if it touches the ground after a throw, receive 10% damage by an enemy if on the ground, or hits the enemy when thrown. Plug Robonoids are carried by fighters like a heavy item and if thrown rolls like a barrel, possibly serving as an obstacle to the opponent, though still exploding if received 13% damage, exploding into a pile of goop just a bit wider than them.
Now, WHY would you want to deactivate such a minion as a Robonoid? Well, deactivating Robonoids makes it possible for you to discard them with a simple throw, being able to throw them offstage to not spread they're liquid onto the stage and heal your opponent and also being able to discard them by throwing them onto your opponents for an additional quick damage. If you have a Plug Robonoid out, EMP bombing it and then rolling it off the stage is a good way to alternate from Plug to Flask, with it rolling off the stage also being a nice and annoying edge-guarding projectile.
Peridot looks toward her left arm as it's fingers then start to rapidly spin around, then acting like helicoptor rotors and flying upwards and pulling Peridot alongside them, with Peridot having her right arm slanted and both her feet wide open and also having a rather surprised look on her face. With no input, Peridot will just fly directly upward for 2 and a half seconds at the speed of a dashing Bowser before falling to helpless, though there is way more to this recovery, as one can also input any movement direction to move Peridot around in the air with complete aerial movement, still with the 2.5 second time limit and moving at the speed of a dashing Charizard (so even if you just input to go directly upwards it will still go faster than with no input). Have note that after her recovery has started, Peridot cannot Wall Walk, nor can the opposite happen, so one has to really think carefully if going to Wall Scale or helicopter away.
Peridot's whirling fingers also act themselves as hurtboxes, pulling opponents with them and doing a continuous 4% damage to them, capable of hitting them 4 times for 16% damage and KOing at 130% damage, which considering Peridot's weak damage input around her moveset is quite a goodie. If hit at the start of the move, when her fingers are just starting to whirl, the opponent will receive one more dosage of damage and have they're first dosage do 6% damage and overral be able to KO opponents at 110% damage.
Peridot can also press the special button during the move to utilize her Neutral Special midflight, which while still with the same damage output, lag and speed and even the abillity to change it's aim, works nicely with Peridot's recovery, as it helps her defend from enemies when recovering, working to keep edge-guarders at bay and overrall being a great defensive tool.
Considering Peridot's bad mid-air movement and jump height, a recovery like this is quite acceptable for her, making her movement way more fluid and also having her be able to cross some good distances, and while Peridot has a wall scale, neither can be used in conjunction with one another, meaning that one actually has to think about which way to recover they'd pay off better, as even if Peridot can travel from the bottom to the top of the stage with ease with wall scaling, when recovering to stage wall clinging can't really recover horizontally, can it?
Standards
Jab - Finger Shoot
Peridot leans forward a bit with her left arm backed off a bit as she then extends her right arm forward, she then proceeds to shoot forward her ring finger the distance of 1/3 a Battlefield platform at the speed of a dashing Mario, continuing with her arm forward, damaging opponents with a weak 2% damage with an usual weak knockback jabs usually do, Peridot's shot finger will be passable and undamagable towards opponents and stay an SBB away from Peridot for .20 seconds before floating back to Peridot's wrist at double the speed it came at, ending the attack. Though if Peridot has already shot her ring finger, if she inputs a jab again, she will now shoot forward at the same speed as before her middle finger, which will do the same damage as her ring finger and will stop at half a Battlefield platform's size in distance instead, reseting the time until both will return to Peridot's wrist. If both of Peridot's fingers have been launched and she jabs once more, Peridot will now bend her arm upwards as her fingers will now be fired up with electricity, damaging any opponents at least a good distance close to it with 5% electrical damage and good knockback (though it still only would KO at 170 or so percent) as her fingers then return to her wrist at twice the speed they came at.
While this may seem like some conveluted trap, it is actually way more of a jab as one may think, as if an opponent is hit by Peridot's ring finger, they will probably be knocked at middle finger hitting radius, which in turn makes them stay at finger zapping radius, which is actually quite a nice combo considering Peridot is best suited from a distance. Peridot can also use this move to power up her Flask Robonoids, though her energy blasts can serve better, she doesn't have to crouch down for the move to have any effect, so that's a plus! The move can also be used quite nicely for edge-guarding, as Peridot can launch her fingers a bit in front of a ledge for her to then zap her enemies trying to grapple onto the ledge, this also works when in a vertical wall too if you want!
Peridot does however kind of stay vulnerable during the move, as she has to stay with her arm forward controlling her finger(s), though at least at the end of the move her fingers go back to her quickly, so if she simply goes jab-jab-jab the move can end quite quickly, that's nice!
So overrall, the move is a nice long range jab with some trap element spotted into it, it isn't really a killing move or something to do a combo out of, but is good for some overrall damage towards the opponent.
Side Tilt - Gem Destabilizer Strike
Peridot reaches towards her gem with her right arm, similar to the start of her EMP bomb, and takes out of it a Gem Destabilizer, a taser-like self-defense weapon, and bends her arm back as she then strikes directly forward with her arm straight (though the move can also be angled 45 degrees upwards or downwards), with the destabilizer possibly hitting the opponent before she quickly reaches towards her head and phases the destabilizer into her gem, ending the move.
If an opponent is hit by the destabilizer, they will receive 5% damage, which is rather weak for a tilt, though this tilt isn't really about the damage, but the side effect, as being hit by the destabilizer will cause the opponent to be stuck in place and be paralyzed for half a second before reverting to normal, with yellow lines visually being shown travelling they're body during the stun, though it doesn't affect anything.
Now, to some combo-heavy character, this stun-time might be the perfect time to combo up, but for Peridot, it works to grab some time for you to get some distance from the opponent, as she doesn't have any comboable moves really. Though of course, Peridot can still have a nice followup Smash attack during the opponent's stun, as it's possibly the best time for use of those moves, as Peridot has less danger of being hit by some powerful attack, though to input this move in itself might need some clever tricks, as it doesn't really have that good of a startup time, possibly needing some goodly used beam shots and robonoids to attack, though if one is in a hurry and needs to escape the opponent, this might just be the move.
If one of Peridot's Flask Robonoids is hit by a Gem Destabilizer, they will actually have they're speed increases be lowered for 2 seconds before they reactivate, meaning that a 1.40x increase will temporarely become a 1.25x buff, making it easier to use an EMP Bomb on them. If an unelectrefied Flask Robonoid or a Plug Robonoid are affected by a destabilizer, they will instead drop dead on they're tracks, like when affected by an EMP bomb, for 2 seconds before reactivating, making the destabilizer become an alternative to an EMP bomb if used right on the robonoids.
Peridot puts her bent foot forward a small distance in front of her as she then stomps her foot to the ground with a mean face as she then skids her foot back to her and returns to battle stance, the move has quick startup but may have some endlag problems. Opponents hit by the move will receive 6% damage and be knocked back horizontally a short distance, possibly (and by that I mean 30% of the time) tripping when hitting the ground after being launched, which while simple, has quick startup and gives Peridot some distance from the opponent, especially with the possible added trip at the end of the move, which gives even more time for Peridot to either back off or attack the opponent.
If a Flask Robonoid is oh-so passing by and oh-so happens to be caught in the middle of a stomp, Peridot will then try to squish the poor Robonoid, pressuring her foot onto the Robonoid for a quarter second before it breaks and releases it's healing liquid inside at the same size as if naturally destroyed by an enemy. So why not use this instead of an EMP Bomb? Well, for Peridot to actually hit something as small as a Robonoid as precisely with a stomp might be a bit difficulting, with the move also having a good chunk of endlag, so it's not really something to constantly be inputting just to smash a little blue robot.
Up Tilt - Finger Wave
No, stop reading the title of the move wrong, Peridot doesn't shoot a wave from her fingers, that'd be just weird, you clod.
Peridot faces the screen with both her legs spread out and her right arm facing upwards and her fingers arranged as if with an open hand, which when she lifts her arm also fly directly up one SBB above it's original location at the speed of a dashing Mario, still keeping the open hand like state. Peridot then proceeds to wave her right arm left than right, which in turn commands her finger above to move in unison with her arm left than right, dealing mid-light knockback and 8% damage to opponents, possibly hitting two times due to the move's nature and KOing opponents at 165% damage, after such Peridot proceeds puts her arm back down and returns to normal stance, with her fingers following back to her hand at twice Mario's Dash speed, though since they will gravitate back to Peridot right when the move ends and before the end-lag, Peridot doesn't have to worry about something like her fingers lagging behind her trying to return or anything.
Not only is this an attack a mean move to juggle and keep opponents at bay with good knockback to boot, which can kill aerial opponents from a distance, but can also be combined quite nicely with Peridot's natural Wall-Clinging abillities as a way to hoard off offstage opponents, by clinging right next to the edge of the stage and inputting the move, which due to it's nice range can even hit opponents from a good distance where they themselves cannot damage you with a super-strong aerial, and being so next to normal land is also a boon, as one can easily return to safe ground when Wall-Clinging time is low.
Dash Attack - Electric Slash
From her dashing animation, Peridot has her right arm go behind her as she then sloppily does what could be considered a slash, still going a bit forward, diagonally moving her arm from behind her to directly in front, passing through Peridot's torso, which after use ends Peridot's run in a rather clumsy way, having a bit of ending lag. Peridot's fingers work as the obvious hitbox of the move, while at last frames of the moves it's just an attack from her little green touch-stumps, which do 6% damage to the opponent with weak knockback, the inicial frames of the attack have all of Peridot's fingers engulfed in electricity, which really gives the attack the extra "oomf*, dealing 11% electrical damage to foes (and also powering up Flask Robonoids) and some really nice horizontal knockback, capable of doing a kill at 155% damage.
For a character full of weak and "get-off me" attacks, Peridot's Dash Attack works as a really good high knockback and/or kill move, I mean, with all these attacks that whittle down the opponent one of them should put a nail to your opponent's coffin, and with the right amount of support and timing, one can try to swoop in for some damage with this attack, though it can really become a right risk/high reward, as missing an attack with such end-lag or getting the sourspot in the attack when right next to the opponent can be really bad to Peridot.
Aerials
Neutral Aerial - Finger Circle
Peridot faces the screen with her arms to her sides at hip height and has her fingers from both hands fly off at the speed of a dashing Mario to circle around her, facing outwards and equally distanced, they all stay 1 SBB away from Peridot while she still falls down, as shortly after doing formation they start to spin around at the speed of a dashing Kirby around Peridot, doing a full circle before returning to Peridot's wrists (at twice the speed they came at) as she returns to idle.
Peridot's fingers act as hitboxes during the move, both when they fly off to do formation and when they spin, becoming a nice and sturdy hitbox which last for a good while and deal 6~7% damage to opponents while they are shot away horizontally a rather small distance.
Overral, the move is actually pretty nice for Peridot's self-defense, being a good and lasting hitbox which has a rather big range, it has some unfortunate blind spots, mainly below and above, and also when her fingers aren't spinning, but either way it's a pretty nice attack to use to defend from opponents at the right time and the right place.
Forward Aerial - Fingers of Justice
Peridot leans back her right arm as if going to punch forward, with her finger spread out a bit and also leaning back her torso a bit, causing a bit of startup lag. Peridot then proceeds to do a jab directly in front of her with her right arm, which goes all out forward, and stays out for a bit before she returns her arm back to her side and get's back to her regular stance. Pretty simple right? Well, Peridot has a trick up her non-existant sleeve: right when she's moving her arm for the blow, she reconfigures her finger in the hand so that one finger is in the middle, with the other close to it and around it, she then proceeds to electrocute the tip of her fingers right as the punch reaches it's apex, zapping any enemy which touches it.
During the moves duration, the tip of Peridot's fingers will act as powerful hitboxes, which can hit opponents for an astounding 10~11% electrical damage towards opponents with a nice horizontal knockback, though the rest of her fingers and black part of her arms, close to where her wrist would be also works as a hitbox, doing being sourspotted and only dealing 5~6% damage to opponents and only flinching them.
The move is good to deal a good number to the opponent and keep them at a distance, it's a tipical time-bidding move that excels at what it is, it can also do a good number of damage to opponents for some nice aerial damage, which can knock them away pretty far, though the move does have a good deal of lag, so it can be very punishable, so keep an eye out!
The move also has some supporting uses, it's sweetspot can pretty quickly power up a Robonoid, which makes it a good idea to shorthop this move, both to hit opponents, and to power up Flask Robonoid.
Back Aerial - Back-Propeller
Peridot has both her arms go behind her (though not completely behind) and has her left leg bend a bit with her foot behind her, she then proceeds to have her fingers form a circle formation behind her, with her fingers evenly spaced out and facing outward, with the top finger being at around mid-head hight and the bottom finger reaching up to knee-height, being a pretty big circle.Peridot then proceeds to rapidly spin her fingers behind her, similar to what happens in her USpec, soon enough Peridot's fingers will act as helicopter rotors and will damage opponents. After a couple of frames, in Peridot's fingers slow down as she returns to her aerial posture. During the move's execution, Peridot's whirling fingers will actually propel Peridot a small distance forward, though she still travels at the same angle and speed as in her regular momentum, so you can't do a weird alternative recovery, but it still makes it possible to hit opponents and still try to recover.
Opponents hit by Peridot's fingers while they're spinning around will receive a constant 2 to 3% damage and can be hit up to 6 times, with the last hit being able to spike opponents, making this a nice move to punish opponents trying to hit you midair and overall being one of Peridot's better aerial moves, being a good utensile when really needing to attack somebody midair.
Down Aerial - Frustration
Being rather hot-headed and easily enragable, Peridot in this move releaves all her stress by doing a small fit. On execution Peridot will face the screen with both her arms bent forwards with her fingers positioned as if with closed palms and will close her eyes angrily with an overral angry expression to proceed to grunt and stomp away below her with both her feet, stomping with her right feet, proceeded by her left, and ending by once again stomping below her with her right foot, with a bit more force, all before facing back her original direction and returning to idle. Opponents hit by each of Peridot's angry stomps below will receive 3% damage for the first 2 hits, and 4% for the last one, which can spike the opponents downwards with a small force.
Each stomp from Peridot will make her go a bit downer in the air, with the last stomp pushing Peridot downwards a bigger distance than the other hits, which while not stall-and-fall level of quick, helps Peridot fall down to the ground quicker and GTFO out of the air, which is nice for some quick and easy escapades. The attack itself does some nice damage to opponents and might even be usable to stomp opponents below towards the blast zone, though Peridot doesn't excel much in the air, so that may be hard.
Up Aerial - Gem Destabilizer Stab
Peridot reaches her right arm towards her gem and pulls out of it the same Gem Destabilizer as in her Side-Tilt, which she then proceeds to hold facing upwards in front of her with her right fingers before quickly moving her arm upwards and stabbing the weapon above her while doing a grunt and also leaning a bit upwards. After utilizing the Gem Destabilizer Peridot leans back to normal stance and stores the Gem tech into her gem once again as it fades into it, having a bit of end lag,
Opponents hit by Peridot's Gem Destabilizer will receive a low 5% damage and will also be stunned in midair for a few frames before reverting to normal, being stunned for a longer period of time the higher the opponent's current percentage.
Now, we already have stated that Peridot's Side Tilt is a pretty nice way to escape from opponents, so why WOULDN'T we want to have something like that in the air, where Peridot is most vulnerable? The move has some good reach and can help with escaping from an aerial scruffle by paralysing the opponent, it's a nice way to counter-act spikes and stall-and-falls and overrall give some time so that Peridot can be somewhere better. If Peridot is trying to recover, the attack can also be a good way to counter-act edge-guarders, it's hitbox even goes to the front a bit in the first frames, before her stabbing upwards.
Peridot isn't a combo gal, but you can't deny that when an opponent is as helpless as after a stab from the destabilizer it's a pretty nice moment to follow up with an Up-Special, if offstage it even prompts you to recover, neato!
Smashes
Side Smash - Facet Five Hand
On an uncharged input, Peridot lifts her left arm upwards as a square 2 SBBx2 SBB wide plot of land directly in front of Peridot starts to glow a strong and noticable white as from it, the moment it appears, phazes out a giant green mechanical hand in a closed palm position, facing it's sides and being about as wide as the glowing land and about as big as 2/3s of Peridot, such hand being the type which Peridot used to control Facet Five of the Kindergarten. After completely emerging, the ground in front of Peridot stops glowing, though the Facet Five hand still keeps rising, at the speed of a dashing Meta Knight it rises up to Peridot's chest in height before Peridot drags her left arm back down quickly, slamming the hand down into the ground, damaging opponents with 16% damage if they touch it while it falls down (note: every other frame other than when it's slamming down, the hand is just walk-through), with the opponents being knocked horizontally and being KO'ed at 130% damage. After hitting the floor the hand destroys itself into a pile of green rock, which shortly dissapears.
If Peridot charges the move, the Facet Five hand will go beyond it's original max height and be at around the height where it's bottom is at around Peridot's hair, on release it is still the same, with it smashing into the ground and destroying itself, though it still get's scaled up as usual the more charged, with max charge dealing 22% damage to opponents and KOing them at 105% damage.
While the move is quite laggy, it's a pretty nice kill move for Peridot, being one of her most strongest moves, it is of course best used at late-game when the opponent is already worn-out by other attacks and already being knocked around a bit by Peridot's regular moves,the move is best used when the opponent is vulnerable, as it gives way for Peridot to iniciate the move. The attack is rather situational, but when it's
the situation, it's a good move.
If used facing towards a ledge, and they're isn't any space for the ground to glow in front of Peridot, the move instead acts in a reversal, with Peridot still controlling in front, yet the hand coming out instead behind her, which is quite good if you want to catch the opponent by surprise.
Up Smash - Charged Discharge
On charge, Peridot looks above her with her left arm to her side bent upwards, with her fingers in such arm close together and side by side and also charging them with electricity. On release, Peridot quickly stabs above her with her left hand finger-first while doing a big ol' grunt, with her fingers still in the same position and still being electrified, also flying off a bit above her wrist, giving in a bit more range to the move, though not something surprising. After a frames into the move Peridot will have her fingers close in as if with a palm closing and has her arm return to her side, returning to neutral stance.
Opponents hit by Peridot's electrified left fingers will receive a continuous sum of 3% (4% when fully charged) electric damage up to 4 times, which while none of the hits knocks the opponent, right at the end when Peridot "closes" her hand, which all the other hits lead into, the opponent can be hit by it and receives 3% (also 4% when fully charged), which will knock the opponent away vertically and possibly KO them at the 140% damage uncharged and 115% fully charged.
As a pretty quick move, Peridot's Up Smash is a nice attack to try and land a blow on the opponent on an opponent in the air close to the ground, with it's quick use meaning that you won't be punished too much for it's usage, though of course it isn't really the bee's knees or whatever when in comes to damage, but for some nice kill potencial, it's the kind of move.
When combined with her Wall-Scaling, Peridot's Up Smash can be a real mean edge-guarding tool if used when scaling close to a ledge, just zap the opponents who come towards the ledge and see the magic happen!
Down Smash - Electric Tornado
When charging for the move, Peridot faces the screen and bends both her knees a bit, with her arms out to the sides almost touching the ground, as all her fingers from both hands move off from close to her hands at the speed of a dashing Mario to surround Peridot in a circle formation close to the ground, with each fingers facing inwards and evenly spaced out 1.75 SBBs away from Peridot, they then shortly after start to spin around Peridot at Meta Knight's Dash Speed. On release, Peridot immedietly and simultaniously electrocutes all her fingers, which in turn form electrical chains connecting each others from the sides, which creates a twister of sorts of electricity surrounding Peridot as her arms are out open. A few frames after the electrical twister has been created, Peridot recalls her fingers, all of which all at the same time returning to Peridot and stopping the electricity emmiting.
Opponents hit by the wild electricity surrounding Peridot uncharged will receive a continuous flow of 3%, which hits them up to 6 times for 18% damage, with the last hit knocking the opponent away horizontally for a kill at around 135% damage, while opponents hit by a fully charged version can be hit up to 6 times with 4% damage before being knocked away horizontally for a KO at around the 110% mark.
Peridot's Down Smash has a pretty big hitbox field, which stays for a good while and is good to keep opponents away, usually by pressuring them away, the move has some pretty good power to boot, though it does take a good while to execute, so Peridot might be vulnerable during it's use, which decreases it's value as a killing tool. The move is also a big ol' hitbox of juicy electricity, which means that it can help even for something as little as to power up a Flask Robonoid, increasing it's usability during battle.
For her grab, Peridot holds her right hand out forward as from the middle of her palm a green tractor beam forms forward at the speed of Link's Hookshot, which has a conical shape (with it starting smaller than it ends, with it ending at about the size of 2 SBBs vertically) and stretches out at about the distance of half a Battlefield platform and stays out for a few frames before dissapearing into green particles and Peridot returns to neutral stance. If an opponent is caught by Peridot's tractor beam, they will be completely frozen in they're usual grabbed state as the beam then forms a sphere around them, Peridot now holds them out frozen, still with her arm out forward. The grab has a nice range and is quite quick and not extremely punishable, it also isn't at all as lenthy time-wise as something like Pac-Man's grab, though as said way before, it cannot be used when wall-clinging.
Pummel - Zap
Peridot has her right index finger fly over to behind her opponent and close to the ground as she then hits it with a light zap for 2% damage, while the first hit has a bit of a laggy start, from that hit on, Peridot's finger will stay close to the opponent, meaning that all pummels after will be executed way faster, probably getting in a few hits if pummeling until the opponent escapes or before a throw. If a Flask Robonoid is about to pass by the opponent and you time it just right, you might be able to also hit the Robonoid with your electrified finger before it hits the opponent and possibly dealing out more damage to them, which is quite nice, since it'll power-up the Robonoid before it hits them.
Forward Throw - Sorry, But You're Going the Wrong Way!
With her opponent now in her grasp, Peridot starts to rather slowly walk in place in a circle at her regular walking pace, still with her arm reached outwards with her opponent in her tractor beam. While in it's first frames it seems rather harmless, right when Peridot is about to finish full circle, she accelerates to her dash speed and quickly flicks her right tractor beam arm to her right side and a bit behind, destroying the tractor beam and launching the opponent away horizontally a good distance, all while during the moves entirety she mutters "Sorry, but you're going the wrong way!", with capitalization of her saying "way" as it's right about when she launches the opponent.
Opponents launched by the attack will receive 9% damage with some pretty nice horizontal knockback to boot, which can be KO'ed due to the launch at around 140% damage, which means that while it's a pretty nice throw, Peridot should best use the move at late-game after the opponent is whittled down by Robonoids and the likes, yet considering Peridot's limited array of KOable moves, it's quite a darn good attack to launch the opponent away.
Down Throw - Rubbing it Off
Peridot moves her right arm downwards in a quick matter, smashing the opponent onto the ground below them but still retaining the tractor beam around them for a nice 4% damage onto them, but that's not all! Peridot then moves her controlling arm side to side, controlling the tractor beam to repeatedly rub the opponent onto the floor for a constant 1% damage (which damages up to 6 times), all while Peridot does a villainous laugh! After enough rubbing down, she moves her arm upwards quickly and disintegrates her tractor beam into green particles as the opponent now get's knocked upwards and you release all your pent up rage onto this humiliation of the opponent!
The throw itself isn't really the best knockback-wise, only knocking upwards a medium-sized distance overral, only possibly KOing at around 160% damage, but works well to keep opponents at bay and at a distance (which distance possibly being offstage!) and also do some good collateral damage.
Up Throw - Throw and Shoot
Peridot holds her right arm with her left arm while it's still out forward and then, with force, flicks her right arm upwards with a bit of help from her left, in the process making her tractor beam grappling the opponent go away and release green particles and also throw the enemy upwards, dealing 5% damage to the opponent and throwing them in a fixed distance of 1 BFP placed vertically above Peridot.
Wait, but there's more to the move! As Peridot, still with her left arm holding her right one adjusts her right arm fingers to the same arm cannon position as in her NSpec and aims her right arm upwards, with her left one holding it for better aim, and shoots a rapid-shot of 3 energy balls just a bit smaller than those found in the uncharged version of her NSpec, hitting the opponent with three hits of 2 to 3% damage to the opponent, with the last hit dealing vertical knockback to the opponent which can kill at 145% damage.
Honestly, Peridot's UThrow is more of a move to use when early/mid-match and with a grabbed opponent, it does some pretty nice damage to whittle the opponent, and while it does some nice knockback with a good-chance to kill at later %s, if one wants the kill they'd really be better off with her FThrow, as it kills sooner and it's knockback style, horizontal, might give Peridot less trouble if the opponent survives the attack, as if an opponent is recovering from a mighty vertical attack Peridot would counterattack with something like an aerial attack, and she isn't really an air fighter, while if an opponent is trying to recover from off the stage from a horizontal beatdown, Peridot has better odds against them, as as seen before she has a nice edge-guarding repetuar due to her Wall-Scaling abillities.
Back Throw - Finger Zap Cloud
Peridot slowly turns back with the opponent in grasp similar to her FThrow, though now she stops when she is facing directly behind her, only turning around. Shortly after doing such, Peridot's fingers from her right arm, which suspend the opponent, fly off at the speed of a dashing Mario towards the opponent to circle around them and the spherical end of the tractor beam a small distance away, spinning at a speed that starts slow but gets progressively faster, with it's apex of speed being a few frames in, being now at the speed of a dashing Meta Knight. The fingers then proceed to electrocute themselves and due to the high spinning create a cluster of electricity similar to a cloud of sorts, which has a center just a bit less wider than the circular area of the tractor beam and has conical endings both above and below. Peridot then proceeds to disable the tractor beam as the electricity field hits the opponent with a constant 1 to 2% electrical damage a total of 6 times before the electrical cloud launches the opponent out forward (though it's behind Peridot's original position, but you get what I mean, right?) a rather mid-ranged distance, not really KOing much and only really killing at around 150% damage, which is low even for Peridot standards, so the move is probably better off used to get opponents off of you, but even then it doesn't really knock back much.
Seems like a pretty sucky move, right? Well, the move can actually be quite nice for some good ol' support to Peridot's Flask Robonoids, as the electrical amalgam that encompasses the opponent can act as a pretty mean way to power up Robonoids who pass by, I mean, it's a solid hitbox which stays long and stays in place, meaning that a Flask Robonoid waddling around can just pass by to get a sick speed boost, which is quite nice considering some electrical moves that could potencionally electrify your Robonoids are quite hard to connect very often, and you can even power them up while frying you're opponent!
Final Smash - Gem Warship
With the power of the Smash Ball, Peridot leaps into the background, shortly afterwards, she flies back up on top of her massive hand-shaped Gem Warship while creating
a touch-screen with her fingers, Peridot's warship then flies up to beyond the upper blast line and re-emerges behind the camera, with Peridot's touch-screen now covering the entire camera, it is now that the path splits depending on the player's controller;
If a person is playing the Wii U version with a regular, non gamepad controler, the screen for both players, if online, will be covered by Peridot's touchscreen, and by pressing any attacking button Peridot releases a green beam from the offscreen warship, witht the beam constantly going if the button is holded, the player can also move around the beam while holding it to attack opponents and the likes, dealing 5% damage to the opponent for every quarter second they spend recieving the beam, easily racking up a whole slew of damage onto the opponent, with them being launched away if the button is deholded when they're still in the line-of-fire, also easily being KO'ed. After 5 seconds Peridot's ship will fly away and she will be dropped off from above, like ZSS after her Final Smash.
If the player is playing on a 3DS or using a Gamepad, Peridot's touchscreen will shortly appear on the screen before moving towards your own touchscreen! (if on the Wii U or online on any system, the screen will still appear on screen, but also on the touchscreen) Now you can control with you're stylus the warship's beams! Just clicking on the screen will fire a single beam, but holding will fire a continuous beam, which can still be controlled by moving the stylus along the touchscreen, so flicking you're stylus across the screen will move the beam around that path on the screen! Neato! Oh, and the damage is the same, bleh.
Playstyle
Short-Tempered Dorito Haired Space Rock
So, you wanna play as Peridot, eh? Well, I might as well give you the jists of her playstyle for you to learn:
Peridot statitstically speaking isn't really something to marvel at, she's pretty lightweighted and unfortunatly is also quite a big target, she is also quite slow and is pretty sucky in the air, she also doesn't have a whole lot of moves that do a big number of damage or whatnot, but you shouldn't really just look at Peridot and judge her just by that, with a deeper look onto her playstyle one will truly find her true power.
Peridot has a pretty nice arsenal consisting of moves with some pretty good range, projectiles and minions, all pointing her down as a character that should keep her distance from the opponent and whittle them down until they are at a point where one can actually go and swoop in for a KO. A character of such type like Peridot should definetly try to stay as much as possible out of enemy fire, especially in Peridot's case because of her low weight; while some characters could try to go in the air, though of course, Peridot isn't really good at aerial games, so to compensate that with something that way as well be better, Peridot has the abillity to wall cling, which means she can have even more space in the ground and feel herself in a place much safer than before, as most opponents can have some trouble even trying to go close to Peridot. Wall Scaling is also overrall a pretty big part of Peridot's game, she can use it in various ways, such as to recover, edge-guard, and even command Robonoids.
Speaking of Robonoids, those little guys (or I guess big guy too) can help Peridot's game a lot, they, as minions, work to work to wittle the opponent away with small damage and overrall pressure them by they're constant appearance along the battlefield, which pressures opponents to, well, dodge them.
Due to the 2 types of Robonoids, Peridot has to actually think while battling which minion would work best in a situation, example: choosing to invoke up to 3 Flask Robonoids means opponents have to deal with 3 relatively weak small hurtboxes, all of which need to be dealt with, with they're speeds being able to be diversified, creating unpredictability and confusion towards the opponent; while if you choose to deploy a Plug Robonoid, opponents have to deal with a chunky hitbox waddling around the battlefield, which due to it's size it in itself might make traversing the battlefield hard and also a bit pressured. Either way, Peridot still can rather easily eliminate Robonoids for substitution with her Down-Special or even her Down-Tilt, even being able to hit opponents from afar with disabled minions.
Peridot's Neutral Special is quick and surprising to opponents, wich makes it a pretty darn good, rather spammable, projectile, which coupled with Robonoids can wittle down opponents and also make they're navigation pretty hard.
Peridot's normal attacks are also pretty appropriated for when Peridot wants to come in and attack an opponent, lot's of her attacks have a good range, meaning that she doesn't have to get too close to opponents to actually deal an attack, being overral safer, other attacks are built in for the moment where Peridot needs a quick evacuation, with some like her Side-Tilt downright stopping the opponent in they're tracks so Peridot can have some time to run off. A lot of Peridot's moves also include many small hits which stay out long, meaning that she can come in and do bits of damage to the opponent, which coupled by the big picture which includes her Robonoids and other long-ranged attacks means that over the progression of the battle, the opponent will slowly really be getting quite a wallop.
So, just in case you didn't write it down or whatever, Peridot is a long-distance, rather campy type of character who enjoys to stay at a comfort zone, sometimes coming out to dish out a projectile, but overral only really coming out after the opponent(s) is(are) bewittled by all her moves.
Flavor
Taunts
Up Taunt - Peridot lowers her lower eyelid and sticks her tougue out, doing a classic Akanbe.
Side-Taunt - Peridot jumps and does a small midair cartwheel, landing on her fingers, she then proceeds to wobble about in place while doing a little laugh.
Down-Taunt - Peridot opens up a touchscreen with her fingers like in her Final Smash, she then proceeds to slide left then up before discarding her touchscreen
Alternate Costumes
Alt 1 -
Default
Alt 2 -
Color scheme based on Lapis Lazuli
Alt 3 -
Color scheme based on Jasper
Alt 4 -
Color scheme based on Pearl
Alt 5 -
Color scheme based on Amethyst
Alt 6 -
Color scheme based on Garnet
Alt 7 -
Color scheme based on Malachite
Alt 8 -
Color scheme based on Yellow Diamond
Entrance - 79 Flask Robonoids are seen fixing a broken Warp Pad with they're fixing liquid, Peridot then comes out of the Warp Pad, which then somehow poofs away as the multitude of Robonoids hide behind Peridot's side (so that's where they come from in the Side-Special!).
Losing Animation - Peridot has the face of defeat and humiliation, as she slowly applauds, with her fingers close together, to the winner.
Winning Animation 1 - Peridot is seen accessing her touch-screen close to the screen, the Gem Warship from her FS then appears in the distance as she then deconfigures away her touchscreen and walks towards it.
Winning Animation 2 - Peridot does a few strikes forward with her Gem Destabilizer with a menacing face, but a Flask Robonoid comes out of Peridot's side right at the end and hugs her leg, humiliating her a bit.
Voice Clip for when beating Steven - Just like Robin and Falco, Peridot has a few voice-clips for beating certain characters, such as against my Steven Universe set, at which point she will also mutter "You Steven, of course you didn't alter my plans!" alongside her victory stance.
Voice Clip for when beating Amethyst - "Of course I'd beat a Crystal Clod like you!"
Character Theme: Peridot (Theme)
Victory Theme: A clip from the theme "Return to the Beach"
Home Stage: Kindergarten (just like Amethyst)
So that's all, Ladies and gentleclods, if you like this kind of stuff literally go to the post before this one, it's a link of other sets of mine. If you don't like this kind of stuff, umm.... cool?
Reigaout?