Kholdstare
Nightmare Weaver
- Joined
- Oct 10, 2008
- Messages
- 1,442
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No... my Bomberman moveset is stuck in Smash 4's Bomberman support thread, while Moge-ko's moveset is in my Smash 4 Moveset Lab "For Fun" thread (I also have a Corsola moveset in the latter location, and Bomberman and Corsola's movesets can be found in my DeviantART journals (I never got around to making an entry for Moge-ko, and Bomberman's moveset had to be broken into two parts)). Due to those threads being locked, I can't get at the formatting in them to transplant the movesets to new threads or tweak them. It's quite annoying. I bit the bullet for Vaati and transplanted his moveset to the Smash Ultimate support thread sans its formatting and redid the formatting manually (and I haven't been able to restore all of it), but the Bomberman and Moge-ko movesets use so much formatting that trying to do the same thing would be an exercise in madness.Luigifan18 Did you post these sets in the thread? I don't see them anywhere.
Thanks for the help. Sadly, I really want to carry the color coding over because I used it to help keep the movesets organized — I asssigned each group of attacks (i.e. jabs, tilts, Smashes, aerials, etc.) its own color. Also, while I appreciate the success of the picture carryover, I have to ask whatever happened to the YouTube video embed...Luigifan18 That is really unfortunate, I'm sorry. I did say in my Vaati comment if you'll remember that I'd recommend moving the set to Smash Boards. Even if they had minimal formatting, I'd still post them here, or on a Google Doc.
The formatting can be very simple, just bold the move names, give it some colour tags, and a header image. Bam, formatting done.
Also not sure this works, but if you use Smash Boards' special editor you can copy/paste posts with B coding over. I did this for Bomberman below, I could fetch you the other sets and/or PM them to you. If this doesn't just ruin the B coding, we'll see for ourselves. From a skim, seems like it was mostly saved, only the colour is broken, which isn't the worst to replace. This should even work for other forums/sites but is unsurprisingly glitchy.
I know how to change the color... I'm more interested in figuring out how to use the same colors that I did last time (I used a lot of different shades and hues).Luigifan18 You can change the colour easily on Smash Boards if you highlight the text, then press the text colour/paint drop button on the text editor. I used this a lot last contest, it shouldn't be too hard to redo the colour for your sets. Shame about the embed, for that press the ellipses and then media. Just paste in the YouTube URL then.
I'm not sure what you mean; could you elaborate further? What were you told not to include, and by whom?Can I ask why the things that I used to include until I got told NOT to are now being encouraged?
Basically anything except the basic requirements for the moveset. Specials, jabs, tilts, smashes, aerials and grabs.I'm not sure what you mean; could you elaborate further? What were you told not to include, and by whom?
Ah, I see. Well, my perspective is my own. My comments reflect my own personal wants and preferences in regards to others' movesets. There was once a time when assist trophies, alternate costumes, taunts, animations, and even Solid Snake Codec conversations were required. That time passed due to either gross negligence, laziness, or disdain, or some combination of the three. I am not of that mindset that shifted the trend away from those things. Extras communicate personality, flavor, and the writer's love for the work they've produced. A furnished house is livable, but a house with decoration that has the mark of those living in it leaves an impression. You won't see a normal house on MTV Cribs. Is that show still on?Basically anything except the basic requirements for the moveset. Specials, jabs, tilts, smashes, aerials and grabs.
I don't remember who exactly it was, one of the higher ups. I'd have to hunt down the old topic to get a name.
Which is exactly why I did it, up until I got told to stop.Extras communicate personality, flavor, and the writer's love for the work they've produced.
Whoever told you to stop hates fun...Which is exactly why I did it, up until I got told to stop.
Thanks for the comment Khold! It is interesting to see things from a casual perspective.Hidan
I'm looking forward to it! I enjoyed Revali and I imagined playing as him in an actual Smash game and I'm glad he's getting a patch.KafkaKomedy
WeirdChillFever
Cheers for the input, and points well taken. I copy-pasted both critiques in a Word document, so I can quickly access and re-read them.
All the veterans in Smash Ultimate have impressive changes over their past counterparts. That said, playing Smash Ultimate has given me lots of ideas for both Revali and Rex. Now that school's out of the way for the time being, I can finally focus on revising these two movesets. This time, I'm really going to put effort into making them efficient, dangerous fighters.
Since this is still mostly the same set, this comment won't be as long as the other one hopefully, instead mostly focussing on the actual changes you've made.All mine previous movesets were designed for Smash 4, but from now on, they'll be written with Smash Ultimate's mechanics in mind.
Anyway, I just finished polishing Revali. I considered every user's comment whilst adding some diversity of mine own. This time, I tried mine absolute best to make every move as multi-layered as possible. This time, Revali's Gale is actually useful beyond getting in the air. Also did away with the counter. Overall, on a significant scale, he's been remade. Hopefully the set came out good this time. As usual, I would benefit more from critical feedback.
And though a bit late, I learnt the word "ergo" when I was fairly young, and have been using it compulsively ever since. Childhood habits die hard.
Oh, and as for Rex, I'm still working on his improvements. Like Revali, he's a lot different from how I originally had him. I scrapped Foresight, Sword Bash, and Blade Arte and replaced them with entirely new specials.
Revali Moveset
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- Index -
1). Summary
2). Specials
3). Jab & Dash
4). Tilts
5). Smashes
6). Aerials
7). Grab & Throws
8). Author’s Notes
1). Summary:
In Zelda: Breath of the Wild, archery is all about patience and precision. You always want keep the enemy away from you, and know the best places from which to shoot and camp. Knowing your weapon and how your arrows react to gravity is also crucial. You always want to keep a cool head and a sharp eye--and have an ace up your sleeve. Otherwise, the enemy will rush you down before you see it coming. I know all this because I only use the bow and arrow in BOTW. Nothing else.Revali is a tall character, just barely exceeding Mewtwo’s height. Like Shulk, Revali always wears his bow over his back, and only holds it when shooting. When he’s not moving, Revali stands erect with his hands behind his back. He walks in a stiff, formal manner, and only removes his hands from his back when dashing. When dashing, Revali spreads his wings and propels himself forward with wind.Revali dashes roughly as fast as Palutena in Smash Ultimate, and has roughly the same walking speed. He falls roughly as fast as Pit, has roughly the same jump height, and has four air jumps--all of which are slightly higher than Pit’s. He has lower than average weight, making him easier to kill at higher percentages.Revali is an absolute terror from afar, but a pushover up close. He can be a real pain to get close to because of his powerful projectiles and high air mobility. But once the opponent catches him, it’s hard for him to get away. And while the focus of his playstyle is rushing the enemy off-stage--and keeping them off stage--ironically Revali also faces imminent doom when he is off-stage, due to his recovery moves having only one use until he lands.
2). Specials:
• Up Special (Revali’s Gale): A multi-hit move. Revali crouches, summons an updraft of wind, then leaps upward in a spiral. The vertical distance at which he travels is roughly the same as Pit’s Power of Flight. By default, Revali flies straight upward, but the angle of Revali’s jump can be altered between 100 degrees and 80 degrees. Whilst he is ascending, any opponent Revali touches will dragged with him and slashed repeatedly by blades of wind. At the start of the move, a windbox as wide as Revali’s down-smash (see Smashes) will pull any nearby opponent into the gale. The most damage this move can do is 20%, each hit dealing 0.8% damage, and the final hit dealing 4%. Slightly less startup than King Dedede’s up-special.At the peak of his jump, Revali will knock away any opponent he caught at 30 or 150 degrees; whichever side they were on. He will then enter a glide, arms and legs spread. During the glide, he can move left and right freely—slightly faster than Princess Toadstool’s parsol glide, and slightly lower fall speed. Revali will end the glide if he attacks or air dodges. After using this move, Revali will still be able to use his remaining jumps, which will also end the glide.Recovery aside, this move’s main purpose is to get Revali in the air and away from the enemy, so he can barrage them arrows. If an enemy was caught up in his gale, he can immediately follow up with a Bomb Arrow after knocking them away. Unlike most recovery moves, Revali’s Gale can only be used once, until he touches the ground or grabs a ledge. So if Revali gets hit after using this move off-stage, he’s all but screwed.• Neutral Special (Bomb Arrow): Revali draws his bow and readies three Bomb Arrows. Like Link’s neutral special, the arrows will fly farther and faster the longer this move is charged. This move charges twice as fast as Link’s neutral special, and will fire as soon as the special button is released. Like Chrom’s neutral special, Revali can change directions by pressing left/right. However, once he shoots the arrow, Revali cannot turn around. Revali can also aim his arrows up and down. However, he cannot aim any higher/lower than 75/-75 degrees. If this move is used in the air, then during the charge his descent will be all but halted for exactly one second, giving the player time to aim.The arrows spread out as they travel, and like Link’s arrows, are affected by gravity. This allows Revali to either fire directly at the enemy, or shoot the arrows upward for them to rain down on the enemy. The arrows explode upon impact, and have a splash effect. The radius of each explosion is roughly the same as Toon Link’s bombs. Uncharged arrows will deal 8% damage, with the splash effect dealing 1%. Fully charged arrows deal 13% damage, with the splash effect dealing 3%. The angle at which the opponent is knocked depends on the angle at which they were hit. For instance, if Revali shoots an off-stage enemy whom is diagonally below him, the enemy will be launched downward diagonally—and if Revali shoots an enemy above him whom is in near the blast zone, the enemy will be Star-KO’ed. At the centre of Final Destination, a fully charged arrow is guaranteed to kill at 100%, and an uncharged arrow 130%.Overall, this is Revali’s best kill move. It can not only rush the enemy off-stage, but also make the edge of the stage a dangerous place to be. It doesn’t have much shield pressure, but shield pressure nonetheless. Ergo, if the enemy keeps shielding, it’s going to break eventually. Quick startup, and little endlag.CAUTION: If Revali shoots too close, he will be caught in the explosion, too. And of course, this move can be reflected.• Side Special (Wind Dive): Revali dives in an arc, wings spread. The horizontal distance at which he travels is roughly the same as Ike’s fully charged quickdraw, and the trough of the arc is roughly Kirby’s height. The speed at which he flies is roughly the same as Bayonetta’s Heel Slide, and roughly the same startup. The angle at which he dives can be lowered; however, the lower the dive, the lower the ascension when he reaches the trough of the dive. The lowest angle at which he can dive is 70 degrees. This move can only be used once, until Revali touches the ground. If Revali collides with a ledge, he will snap right onto it. If Revali hits the ground mid-descent, he will do a somersault, blowing away nearby enemies with wind, and land gracefully on his feet. At any point during this move, Revali can cancel into a Bomb Arrow, air jump, or air dodge.If Revali collides with an enemy, he will grab them with his talons then backflip, throwing the opponent at 45 degrees. Deals 12% damage. Afterwards, he can follow up with a Bomb Arrow. If used just right, this move can kill an off-stage enemy fairly early. After this move has ended, Revali can still attack and use his remaining jumps, making it useful for mixups and mind games. This move deals high hitstun, effectively making the Bomb Arrow follow-up a true combo.Recovery aside, this move’s main purpose is to combat an enemy whom has a reflector. This move will go through any reflector, even Mario, Mewtwo, and Palutena’s. Since it can be cancelled, it can also be used to scare or confuse the opponent. Lastly, it can be used to cover distance or to retreat. The only way to avoid this move is to dodge, jump, or hit Revali at just the right time. Overall a versatile move.• Down Special (Korok Bomb): A trap-and-teleport move. With one hand behind his back, Revali holds out a pinwheel like a gentleman would a rose, bowing slightly with a smug smile. Immediately after, he disappears in a puff of leaves, and a Korok Balloon takes his place. At the same time, Revali reappears in whatever direction the player holds the control stick. If the control stick wasn’t pressed, he will reappear next to the Korok Bomb. The distance at which he teleports is about half the distance of his up-special. If the down-special is inputted again, Revali will shoot the Korok Bomb with blinding speed, detonating it. The bomb can also be detonated with any of Revali’s other moves. If an enemy attacks the Korok Bomb, it will explode. Quick startup.The explosion deals 18% damage, no matter whom detonated it. The angle at which the enemy is knocked is proportional to the angle at which they were near the bomb when it exploded. So if the enemy was -45 degrees of the bomb, they will be knocked at -45 degrees. At the centre of Final Destination, the explosion is guaranteed to kill a middleweight at 100%.This move has various uses. Since Revali can teleport in any direction, this move can be used for recovery. After recovering, he can leave the Korok Bomb off-stage, and wait patiently until the enemy is near it. Revali can also use his throws, jab, and many other attacks to either launch the enemy toward the Korok Bomb, or trick them into moving toward it. The Korok Bomb doesn’t even have to be the kill weapon; you can trick the opponent into thinking you want to blow them up with the Korok Bomb, then surprise them with another attack. Overall, just like Link’s Remote Bombs, there are myriad ways you can use this move to trap opponents.CAUTION: Revali can be blown up by his own Korok Bomb. That said, think before placing your traps—otherwise they will be used against you.
3). Jab & Dash:
• Jab: With one hand behind his back and the other stretched forward, Revali conjures a sphere of wind blades, similar to Robin’s wind jab. The size of the sphere is also roughly the same size as Robin’s wind jab. Like Meta Knight’s jab, this is a non-traditional jab that keeps going until the attack button is released. Once released, Revali knocks the enemy 35 degrees with a final wind blade. Has slightly higher knockback than Robin’s wind jab.The hit rate of this move is roughly the same as Robin’s wind jab in Smash Ultimate. Each hit deals 1% damage, with the final hit dealing 2% damage. The cleaner the hit, the longer the enemy stays trapped. However, if held too long, Revali will start to be pushed backward.Unlike most jabs, this is not an aggressive move. Rather, its purpose is to trap advancing enemies, or to guard the ledge. Quick startup, but slight endlag, making it punishable if shielded.• Dash Attack: Revali’s only aggressive move. Shrouded in wind, Revali flies forward in a spiral, beak first. Travels slightly further and faster than Mega Man’s dash attack. Any opponent he collides with will be trapped in the whirlwind. This move has a total of 8 hits. The first 7 hits deal 1% damage, and the final hit deals 3% damage, knocking the enemy at 25 degrees. A total of 10% damage. Quick startup, but noticeable endlag. Thus, it is punishable if shielded.This move is best used as a surprise attack, or to punish dodges and laggy moves.This move was inspired by the spiral attack Keese perform in Zelda: Breath of the Wild.
4). Tilts:
• Forward Tilt (Quick Shot): As the name suggests, Revali draws his bow and fires an arrow in a quick motion. The arrow he shoots is regular; non-elemental. Like Link’s arrow, Revali’s Quick Shot is affected by gravity. The speed and distance at which the arrow travels is roughly the same as Link’s fully-charged arrow, and it comes out instantly. Very little endlag.This move deals 3.5% damage. It has very little knockback, even at higher percentages, but noticeable hitstun. Whilst stunned, Revali can quickly follow up with a dash attack or dash-grab.This move’s main purpose is to keep an aggressive enemy at bay—and if Revali is close enough, follow-up with a dash attack or dash-grab. If the player has good aim, it can also be used to harass someone off-stage. The arrow doesn’t necessarily have to hit; it can act as a distraction.In Zelda: Breath of the Wild, some bows come with special skills. Quick Shot is one of those skills. I decided to take inspiration from that.• Upward Tilt: Revali flicks one hand in the air, conjuring a miniature tornado in front of him. The size of the tornado is roughly Revali’s height and waist length. Once it appears, it quickly disperses. Any opponent hit by the tornado is launched straight upwards a short distance. Quick startup, but slight endlag.This move deals 5% damage, and has high hitstun, giving Revali just enough time to follow up with a neutral-air or forward air.This move is best used as a surprise attack, as it is punishable if shielded. Beyond that, its main purpose is to set up the enemy for an aerial, effectively spacing them from Revali.• Downward Tilt: Revali viciously pecks the opponent. The opponent takes 8.5% damage, and is pushed back a short distance. This move has just enough hitstun for Revali to follow-up with a grab.This move’s main purpose is not for spacing, so much as it is for setting up a grab. Since Revali is extremely vulnerable up close, I decided to make this an emergency move that would effectively get the opponent away from him.
5). Smashes:
• Forward Smash (Ice Arrow): Revali fires a single Ice Arrow in a straight line. The arrow glows a bright blue when being charged, and looks like a comet when fired. As the arrow flies, it slowly descends. The longer the move is charged, the further the arrow goes--and of course, the faster. Uncharged, it flies roughly as fast and far as Link’s fully charged arrow. Fully charged, it flies 1.3 times that speed. If the arrow connects, it will freeze the enemy solid whilst sending them spinning at 45 degrees. How long they remain frozen depends on their damage percent. At the start of the move, the angle at which the arrow is shot can be altered slightly. Uncharged, the Ice Arrow deals 10.5% damage. Fully charged, it deals 17.5% damage. At the centre of Final Destination, this move is guaranteed to kill a middleweight at 100%. Quick startup, slight endlag. Very low shield pressure.This move is a powerful camping tool, but should NOT be used predictably up close. Despite its kill power, it is punishable if shielded or dodged. Ergo, unless you’re well out of harm’s way, you should not use this move unless you’re all but certain it will hit; such as an enemy using a laggy move. This move is safest to use against an off-stage enemy, be it to kill or distract.• Upward Smash (Shock Arrow): Revali fires three Shock Arrows in the air, which rain down on the opponent. The arrows glow yellow while the move is being charged, and give off sparks when fired. Charging the smash increases the speed, height, and distance at which the arrows travel. However, the damage, knockback, and stun duration is always the same. Also, the distance between the arrows when they hit the ground will always be the same. On Final Destination, the distance between the arrows is one Kirby. When the arrows hit the ground, they give off a small blast radius that covers the distance between them. Uncharged arrows fly roughly as high as Battlefield’s mid platform, landing right in front of Revali. Fully charged arrows fly 2.5 times that distance, landing on the opposite side of Final Destination. If the enemy is in the air or off the stage, they can only be stunned once, and will not be stunned again until they touch the ground or grab the ledge. The arrows deal 7.9% damage, knocking the enemy a short distance at 80 degrees. Quick startup, little endlag.This move has various uses. You can harass someone off-stage. You can shark someone on an above platform. You can keep the enemy at bay. Or you can trick them into air dodging so you can punish them. If one of the Shock Arrows actually hit someone on the ground, then Revali will have just enough time to finish them with an Ice Arrow.• Downward Smash (Fire Arrow): Revali quickly shoots two Fire Arrows at his feet on either side of him, creating a barrier of flame. The arrow glows a bright red as the move is being charged, and is shrouded in flame when fired. The two flames are slightly taller than Robin’s Arcfire, and last roughly as long. Unlike Robin’s Arcfire, the flames are transparent. Charging the down-smash will make them last longer. The lingering flames damage the opponent multiple times before sending them flying at 75 degrees. Quick startup, little endlag.The arrows themselves deal 8.6% damage. The residual flames deal 1% up to three times, before exploding, dealing 3% damage. If the arrow hits, then the flame is guaranteed to hit. Whilst the enemy is caught in the flame, they can be pulled into Revali’s Gale or hit with a jab or n-air.This move has multiple purposes. As stated above, it can combo into Revali’s Gale. It can also be used to guard the ledge, punish a laggy move, or punish a dodge roll/air dodge.In Zelda: Breath of the Wild, Fire Arrows leave behind a residual flame after being fired. Wanting to incorporate this, I immediately knew which Smash I wanted the Fire Arrow to be.
6). Aerials:
• Neutral Aerial: A two-hit move. With his arms held out, Revali spins around once, slashing the enemy with blades of wind. During this move, Revali’s descent will be halted. This move has roughly the same range and duration as Marth’s n-air, but unlike Marth’s n-air, it slashes at a flat angle. Both hits cover Revali from the front and back, creating a virtual chakram. In other words, any opponent next to Revali--be they in front or behind--is going to take both hits. Both hits deal 6.2% damage, knocking the enemy at zero degrees, and well out of melee range. Quick startup, and very little endlag. Until he uses another jump, this move will only halt Revali’s descent once.This move has various uses. If an above enemy is open, then Revali can quickly jump and n-air them. If he is recovering off-stage, he can use this move to fend off the enemy, after which he can bombard them with arrows. Lastly, if he is landing near an approaching enemy, he can n-air them just before he hits the ground. Overall an all-purpose defensive move.This move was inspired by a cutscene in Zelda: Breath of the Wild, when Link frees Revali’s spirit, along with his Divine Beast, Medoh.• Forward Aerial: A multi-hit move. Revali spreads both wings, then flaps them forward, creating a whirlwind that slashes the enemy whilst blowing them away. The gust of wind travels roughly the same speed and distance as Zero Suit Samus’s neutral special, and covers the same vertical distance as Samus’s fully charged laser. Revali’s wings deal 2% non-flinch damage, while the gust of wind deals 10 hits; the first 9 dealing 0.7% damage, the last hit dealing 4% damage and knocking the enemy at 0 degrees. A total of 12.3% damage. Similar to Corrin’s back-air, Revali will be blown backward slightly when using this move. Slightly slow startup, little endlag.This move has various uses. It can be used to keep enemies at bay, harass an enemy off-stage, or give Revali a horizontal boost when recovering. After the enemy is blown away, Revali can continue rushing them down with his Bomb Arrows. This move can also be used to condition the opponent, as they would naturally expect the move when recovering.This move was inspired by the Korok Leaf from Zelda: Breath of the Wild. When swung, the Korok Leaf creates a gust of wind. Very useful for collecting fruit from trees.• Backward Aerial: Revali’s only direct aerial that can kill. Revali leans forward, slashing the enemy behind him with his talons. This move has very low range, but is rewarding if landed. Deals 12.5% damage, knocking the enemy 15 degrees. At the edge of Final Destination, this move is guaranteed to kill a middleweight at 80% damage. Quick startup.Other than killing, this move doesn’t have many uses. Due to its low range, landing it requires precision. It can be used as a get-away-from-me move, but in that regard his neutral air is the better choice. Due to its kill power, however, the opponent will naturally expect it the moment Revali turns his back on them. Ergo, it can be used for mind games.• Upward Aerial: A 7-hit move. Revali raises one arm, conjuring an orb of greenish-white light. Surrounding the orb is a spiral of wind that pulls in nearby enemies, damaging them repeatedly. The first 6 hits deal 1.2% damage, while the final hit deals 5% damage, launching the enemy upward. A total of 12.2% damage. On Final Destination, this move is guaranteed to Star-KO at 100%.Since Revali can’t aim his Bomb Arrows straight upwards, this move serves as a useful substitute. Killing aside, it be used to fend off a pursuing enemy whilst off-stage, attack someone on an above platform, juggle an enemy in the air, or just put distance between him and the enemy.This move was inspired by a cutscene in Breath of the Wild, when Revali passes down his power to Link.• Downward Aerial: Leaning on his side, Revali spins around once, swinging one arm, then the other. Each arm shoots a gust of wind straight downward. Revali’s arms both deal 1% non-flinch damage, while the gusts of wind deal 6% damage, pushing the enemy downward. The gusts of wind are roughly the same size as Robin’s Elwind, and travel at roughly the same speed, but half the distance. Quick startup, very little endlag. At the very start of the move, the first gust of wind can Meteor KO.Since Revali can’t shoot his Bomb Arrows straight downward, this move serves as a useful substitute. It can be used to harass an enemy off-stage, stun an enemy on the ground below him, or condition the opponent to move into Bomb Arrow range.
7). Grab & Throws:
• Grab: Revali flicks one hand toward the opponent, the other hand behind his back. If the blow connects, the enemy will be trapped in a miniature whirlwind. The range of this grab is roughly the same as Greninja’s. Quick startup, but noticeable endlag. As a result, this grab is best used as a punisher or surprise attack.• Pummel: Revali slices the opponent with blades of wind. Roughly the same hit rate as Robin’s pummel. Deals 3% damage.• Forward Throw: With a wave of his hand, Revali sends the enemy flying backward at 10 degrees. Slightly higher knockback than Robin’s forward throw. This move will have just enough hitstun for Revali to follow up with a Bomb Arrow. Deals 11% damage. This move will have higher hitstun, the higher the enemy’s damage percent. At 100% damage, Revali has a guaranteed Ice Arrow kill. If a Korok Bomb is on the stage, Revali can throw the enemy at it, then detonate it.• Backward Throw: With his other hand still behind his back, Revali stiffly turns around, throwing the opponent at 40 degrees. Slightly less knockback than Robin’s back throw. The enemy will have just enough hitstun for Revali to follow up with a properly aimed Bomb Arrow. Deals 12% damage. This move is best used at the ledge, as it gets the opponent off the stage, allowing Revali to bombard them with arrows. If a Korok Bomb is on the stage, Revali can throw the enemy at it, then detonate it.• Upward Throw: With a flick of his wrist, Revali dismissively launches the enemy high in the air with a burst of wind. Roughly the same knockback as Robin’s up-throw. Afterwards, he can follow up with Shock Arrow. Depending on the enemy’s damage, speed, and weight, Shock Arrow is almost guaranteed to hit. Deals 10% damage. If a Korok Bomb is in the air, Revali can throw the enemy at it, then detonate it.• Downward Throw: With a stiff downward swing of his arm, Revali slams the enemy into the ground with a burst of wind. The enemy then bounces a very short distance at 80 degrees. Afterwards, Revali can follow up with a Jab, U-tilt, N-air, or F-air. Deals 9% damage.
8). Author’s Notes:
• Revali is hands down mine most wanted Zelda newcomer, (1) because I like his personality, (2) I’m an ornithomaniac, and (3) we’ve yet to have a character in Smash whom features an archery-based playstyle. Despite this, however, I struggled to devise a clear playstyle. After watching his cutscene in the Champion’s Ballad, however, I immediately knew how I wanted him to play. Originally, he used regular arrows for his Neutral Special, but after watching the cutscene, I thought Bomb Arrows would be much more interesting.• For Revali’s down-special, I initially thought of “Arrow Swap”, in which he changes the arrows for his Neutral Special. But I found that to be a waste of a move. Unlike Shulk’s Monado Arts, which affect his entire playstyle, “Arrow Swap” would only affect one move. Furthermore, the Shock Arrows and Ice Arrows would make his N-Special broken, as he could simply stun/freeze the enemy indefinitely by repeatedly raining arrows on them. Then again, I could have made it so that the enemy doesn’t get stunned/frozen again until they touch the ground. Nevertheless, I decided to incorporate the Fire, Ice, and Shock arrows in Revali’s Smashes.• I struggled to think of a unique move for Revali’s down-special. Since Revali is basically a camping-based fighter, I immediately decided it would be evasion-based. I initially devised something similar to Meta Knight’s dimensional cape--only difference being Revali used wind--but thought that was unoriginal. I then thought of Greninja’s counter move, Substitute, and immediately the Korok Balloons popped in mine head. In Zelda: Breath of the Wild, Korok Balloons and Korok Seeds are things you shoot to catch a hiding Korok. I decided to incorporate those, and give them an explosive property. The way I designed the move, it allows Revali not only to get away from the enemy, but also to score a cheap shot. I initially intended for the Korok Bomb to explode on its own after a few seconds of not being detonated, but since I wanted to give Revali as much flexibility as possible, I decided to have the Korok Bomb remain until detonated. This would give Revali plenty of time to set up traps.• To keep things fresh, from the beginning I decided that Revali’s side special would not involve arrows. Instead, I wanted a move that would counter a reflector-happy opponent. I took inspiration from his Champion’s Ballad cutscene.• I debated for the longest time whether Revali should have multiple air-jumps, or just one. Since Falco has one of the highest ground jumps, I didn’t want to take that away from him. The core of Revali’s playstyle is getting in the air, then rushing the enemy off-stage with his Bomb Arrows. Taking this into account, it would be much easier for Revali to switch sniping positions as well as change directions, were he able to make multiple jumps. So in the end, I gave Revali four air jumps. Since Revali’s Gale already covers a ton of vertical distance, I decided to give his air jumps only a small amount of vertical distance.• I considered incorporating the Stamina Bar in his n-special, but decided against it, as I wanted this moveset to have more freedom. Instead, the duration of Revali’s slow motion n-special in the air is reset every time he air-jumps.• I had a hard time deciding what his aerials would be, especially the up and down aerials. Since Revali is a camping-based fighter, I decided from the beginning that they would not be offensive moves, but defensive spacing tools. For the most part, I took inspiration from his cutscenes, though the forward and down air were inspired by the Korok Leaf.• In BOTW, Revali’s Gale has no offensive properties, so I originally made his up-special a non-offensive move. However, this greatly reduced his kill options. Instead, I decided to think outside the box and make this into a move in which Revali can drag the opponent into the air, then follow up with a Bomb Arrow.