Aurelia Midam
Aurelia is a fan-made character based on RWBY, a series mostly notable for deciding it would be a good idea to stick guns in absolutely anything. The daughter of successful mafia boss Auric Midam, she was given training as a huntress to act as a sort of "mole" within one of the combat training academies in the series, specifically Beacon Academy. Her power, referred too as her semblance, is the ability to make anything more physically fragile by focusing on it, which made her both useful in mafia activities even without having to directly participate, as well as at hunting Grimm, the monsters which make life a constant hazard in this world. The goal for Auric, and initially Aurelia, was to expand the influence of his criminal enterprise inside the huntsman academies and give him leverage to grow his criminal enterprise even outside the city of Atlas. This was to escape beyond the bounds of his somewhat begrudging relationship with Jacques Schnee, the biggest distributor of
dust(basically magic fuel, link has more detail) on the planet and the sponsor of his mafia as he uses Jacques' resources both to exterminate Jacques' competition and his own.
The effectiveness of Aurelia as a plant within Beacon academy initially seemed successful, as her power combined with a fortunate choice in teammates caused her to pass the entrance exam with flying colors. From there however, things began to break down as Aurelia's mindset immediately manifested. Believing respect is something that must be earned and that someone without her respect is not worth anything, Aurelia became a nuisance to many of the teachers and a bit of a terror to the other students. Her initial positive impression wore off quickly as her combination of a dangerous power that she has far from perfect control over and a terrible attitude resulted in an overall poor performance for her stay at Beacon, especially for someone assigned into the role of a team leader.
While her poor behavior proved a problem to the students and teachers around her in beacon, something else proved to become a problem for the initial plan. Aurelia actually grew immensely attached to her teammates, Rime Marz, Trace Anim, and Sapphire Blanc, who form Team ARTS. Rime in particular she found herself interested in, given her initial appearance of the diligent student contrasted with her desire to cut loose on the occasions she does get away from her studies. Aurelia thought if anything that she could change Rime, trying to encourage her behavior towards a more delinquent-like one, but ended up frequently getting into fights with her as Rime could not stand Aurelia's lack of respect and willingness to ruin her own good academic record.
As time went along and Beacon spiraled towards a sudden collapse, Aurelia's relationship with her team seemed to switch day to day between her being completely alienated from them or their strange friend who ultimately does genuinely seem to care about them. It was near this collapse that she was called into the office of headmaster Ozpin, who confirmed to her that he knew she was in the mafia, and yet did not even care. He wanted to see her fulfill her potential as a great huntress regardless, a statement that confused her at first and began to eat away at her as time went on. A disastrous bout in a tournament that was entirely her fault for falling for the tricks of a very obnoxious enemy resulted in her snapping and and getting herself cast out of her own team.
When Beacon academy finally collapsed, Aurelia's questioning of her own mindset and deteriorating self confidence ended in her trying to throw herself between a number of evacuating citizens and the onslaught of the Grimm and the hacked Atlas military androids. When Rime found her trying to hold the line, Aurelia simply told her to go home and let her fight this out, making it abundantly clear to Rime she was fully intent on dying out there if it meant everyone else got away okay. This triggered some unfortunate memories for Rime which resulted in the two of them desperately trying to make the other survive until Trace and Sapphire came in to successfully bail them out. Now with a much stronger bond with her team, especially Rime, Aurelia found herself giving up her warped mindset on respect. While good for her, with Beacon in ruins, it meant she and her team were now going back home to meet up with Auric, a situation rife with potential for disaster, and one we will perhaps discuss another day.
With RWBY's frequent basis in fairytales and folklore, Aurelia's character is somewhat based on the story of King Midas. Her power, similarly to the king's, has the unfortunate tendency to in some way "break" the things she cares about, and frequently results in the gain of riches and gold in her time in the mafia. The greedy side of King Midas is instead represented by her father, however, the ultimate beneficiary of all the gold her power results in the acquisition of.
Appearence
Aurelia is a blonde-haired young woman wearing a mostly black robe with some golden trim. Her hair comes to just above her waist and is kept straight and well-kept most of the time. At 6'1", she's a bit tall even by the somewhat silly height standards of this series(like all the teachers are 6'6" or taller, its kind of nuts). The robe she's wearing is clearly designed for colder environments, coming down to her feet and covering her upper body below her neck completely, without the typical wide sleeves you'd see on a robe that would just let cold air in. The gold trim is mostly on the part of the robe that covers her legs, but there's some on the sleeves too. She's made the rather questionable decision to wear dress shoes to combat, more for performing in concert than a battlefield, but her preferred combat style when she picked this outfit did not involvement much movement. She's also wearing gloves with a downright gaudy amount of gold trimmings on them.
Aurelia's weapon of choice is an Organ Gun, or ribauldequin if we're getting technical, shown above. The bizarre combination of a pipe organ and a gun that apparently at least one strange medieval man thought worked as a real weapon, its been changed from the above image to be considerably more portable, losing the wheels and the needlessly fancy design at the end to just be several cannon barrels sticking out of a handle that widens dramatically towards the end. Its still a hilariously bulky weapon, being almost as big as she is in total size. The whole thing is decked out in her beloved black and gold colors, actual gold plate likely from some of her father's ill-gotten gains for the base and a standard black for the barrels.
While Aurelia's initial plan was "this thing has so much firepower I just point it at a Grimm and it dies", this quickly proved ineffective, so she ended up personally modifying the weapon previously commissioned by her family on her own time after her time at Beacon. The barrels now can all move around on hinges and detach from the main gun outright, still commanded by the trigger on the hilt even after being disconnected. There's a whole array of buttons and switches on the trigger for managing her fire now that modifications are complete, allowing her a great deal of versatility in how she manages the fact that she's dealing with several cannons at once.
While in canon, I intended for Aurelia's organ gun to be 2 rows of 6 cannons stacked on top of each other, 12 guns is a few too many to keep track of in the context of Smash. As such, its toned down to 6 cannons instead, which should be more than enough.
Stats
Fall Speed - 10
Weight - 7
Size - 7
Dash Speed - 5
Air Speed - 5
Traction - 2
In terms of size and weight, Aurelia can most immediately be compared to Ike. She is a tiny bit shorter and has a slightly less wide frame than him, but not really enough to matter and clocks in at exactly the same 107 weight as him due to her insanely bulky and heavy weapon. She's not nearly as encumbered by the weapon as you might expect, having an average dash speed and air speed while controlling in a slightly slippery fashion. Well, as slippery as it gets in Smash ultimate, given the universal traction improvement. Her biggest standout quality is that she falls even faster than Fox, which combined with her lackluster jumps gives her a pretty mediocre base recovery. Though due to factors within her set, she can make some pretty insane recovery distances, but its not consistent and when your recovery is not being used to its full potential you'll really feel the sting of that fall speed.
Mechanic - Shatter
Aurelia's semblance increases the fragility of things she is currently focused on, which gives her a couple of useful passive mechanics to keep in mind. The first of these is that if she hits a shield, part of the shield will develop glowing golden cracks on it, depending on which move was used. On certain weak moves, it admittedly might not break at all, but generally most of her set will produce some amount of cracking along the shield. If you hit a cracked part of the shield with an attack, they will take half the damage of the attack that connected as chip damage, though no knockback or hitstun, and 1.4x as much shield damage. This makes shielding Aurelia's attacks kind of dangerous, though given she can get punished pretty hard on a lot of her attacks for hitting a shield its a tradeoff the opponent is going to have to accept. Any shield cracks will last 12 seconds, a fairly lengthy period, but they fade away over that period to cover a smaller and smaller portion of the actual shield, shrinking to half their original size over half the duration of the effect, one third after 8 seconds have passed, you get the idea.
The golden cracks don't only activate on a shield, however. If Aurelia lands an attack that deals 20% or more(in total if across multiple hits), the golden cracks will spread through the opponent's body and a shattering sound is heard. This means a couple things, the first of which being that the attack will break through super armor entirely, and if 20% or more is dealt by a projectile it will shatter right through reflectors as well. The golden cracks will also remain on the opponent's body for 6 seconds, increasing Aurelia's ability to focus on them to amplify their fragility as well as probably making them easier to break in general due to all the damage that hit dealt and multiplying all damage they take by 1.15x for that period. Outside of a few attacks in her set, this doesn't increase knockback at all, however, so it doesn't lessen her combo potential. Instead she just gets bonus damage and bonus KO power on moves she'd want it on. Admittedly, Aurelia's got kind of lackluster combo potential, but this makes landing those big hits a lot more worthwhile at percentages that aren't KO range. Fairly useful, given Aurelia's kit is more about landing individual big attacks and scoring shield breaks than having consistent combo tools.
Specials
Neutral Special - Golden Cacophony
Aurelia readies her weapon in a move that functions similarly to Samus' Neutral Special, capable of being charged, fired, and stored the same way Before we talk about her fairly weird charging mechanics, let's talk about the basic projectile. Aurelia points her gun in front of herself, focusing in on the target and loading in small dust crystals as the attack charges, before pulling back on the heavy looking lever at the bottom to release a wave of gunfire at the opponent. Uncharged, this projectile is simply a bunch of clustered together bullets that all act as one hitbox, dealing 14% and knockback that KOs at 130% and traveling the entire length of Battlefield at the speed of Fox's laser. It is notable that some of the gunfire will fall away from the main projectile after travelling two thirds of the length, halving the damage and decreasing the knockback considerably on top of that, making it fairly weak at the end of the range and even with all the buffs this move is going to get, the knockback drop off being so huge here makes this worse at edgeguarding than it otherwise would be. While this is a pretty impressive base level of power that is going to quickly go up to "completely insane" with charge, there's a key problem. The start lag is as bad as King Dedede's Forward Smash, and the only reason its easier to land than said move is the massive range it possesses.
Aurelia can angle this shot 45 degrees up or down, giving it an even wider range to cover first of all, though the downward version admittedly is a bit underwhelming out of the air given the projectile will just crash into the ground a short distance in front of you. You can also reverse this move similarly to Captain Falcon or Ganondorf reversing a Warlock Punch, adding a tiny bit of lag as well as 2% damage and slightly improved knockback. While this is on paper just niche, this is pretty important to using this move in the air, as this move can actually help you recover. You see this attack has kickback, by default sending Aurelia backwards about 1.5 training mode units or around half a battlefield platform. Charging it will add to this in a way we'll get to in a moment, but one thing worth noting is on this move's first use in the air, the kickback is multiplied by 2.25x as much due to Aurelia not being properly planted on the ground to start with. On the move's second and further uses in the air, it instead only recoils her 0.5x as far as she would go on the ground, far too little for her to pull anything even resembling an infinite recovery given the move's massive lag. That said, this move can simultaneously put out a fairly scary hitbox and reposition Aurelia to a more optimal location if used right, a function that will get all that much sweeter once we get into the charging mechanic. To make this a tiny bit easier to use in the air, she boosts herself up a tiny bit before firing this when the move is used in the air, not covering how much she falls during this move but making recovering with it somewhat easier considering her high fall speed and bad jumps.
It takes Aurelia 35 frames to load a dust cartridge in her charging, and if she's knocked out or cancels out of it before that the time spent on it is wasted. You can see a larger image of the crystal you're loading above Aurelia, by default a glowing red crystal. You can change which kind of crystal you're loading by pressing left or right, starting from a red crystal and going left to a white crystal and right to a black crystal. This means Aurelia won't roll out of this move by pressing left or right, but you can just shield and cancel it from that if you want to do that anyway, as Aurelia can cancel into shield. Once the crystal is loaded, it will contribute to the effects of this attack when fired, depending on which kind of crystal was added. You can load up to a maximum of six crystals. As a final note, by default this move will crack half the shield on whatever side it hits, covering a huge chunk of it in golden cracks, so shielding this move has its downsides.
Fire Dust (Red Crystal): Fire dust gives the most straightforward buff to the projectile, boosting the damage by 5% and proportionately increasing the knockback. With about 3 cartridges loaded, you hit the "insane power" threshold mentioned earlier as Aurelia can KO in the 65% range with a projectile while dealing 29%, and if you max it out it'll KO in the 10%-15% range, nearly an instant KO, and outright being one on non-heavyweights if you reverse it. This means that as laggy as the attack is, its range and power turn into a truly horrifying threat when charged up. This does apply to a lesser extent to the other variations too, but fire contributes the most straight up power to add to this moves threat value, while the other variations will make it easier to hit instead. While the threshold to create a shatter effect on the opponent is not met with 1 fire crystal, it can refresh an existing one as the damage will be buffed just enough.
Fire dust also creates a bit of a linger effect as the shot flies, leaving behind a lingering trail of fire that deals 5% and a flinch on contact, about 1.5 training units in length. This is a rather simple trap that will get extinguished as soon as the opponent bumps into it, or when 4 seconds pass. If you only load one dust crystal it will be created right in front of Aurelia, but if you load two another will be created another 3 training units ahead of the previous one, and a third will add another one yet another 3 units beyond the second one. Subsequent fire crystals increase the power of the fire traps by 3% and start to give them actual knockback, capping out at 14% and knockback that KOs at 200%, while also increasing their duration by 1.5 seconds each up to a max of 8.5 seconds.
This lingering fire is something of a consolation prize for using this move and missing with it, as the lingering fire is actually pretty useful. For starters, it'll flinch a foe that dodges the attack when they come out of the dodge if they're at a part of the projectile's flight that spawns the fire, or deal actual knockback if Aurelia has gone all in on loading fire crystals, making it safer or even putting Aurelia at a slight advantage even against dodging foes. The lingering fire serves a backup purpose of actually giving something for Aurelia to combo off too, which with proper positioning can let her actually do some fairly solid comboing, a fact that becomes a lot scarier if the foe takes magnified damage from a shattered state.
As a final note, this increases the distance Aurelia is pushed back by .25 training units per fire crystal, before considering the aerial multiplier.
White Dust (Earth Crystal): Earth dust boosts damage the most, buffing by 7%, but unfortunately this damage does not change the knockback of the move. This does give it the useful property of shattering the foe with only one crystal. That said the lack of a knockback buff makes this a bit less scary than fire crystals at higher load counts, though at lower percents you may not want the knockback boost as badly.
The earth dust imbued into the projectile will explode out when it hits a target or reaches its maximum range, firing off 8 jagged shards of earth the size of a Pokeball, one in each cardinal direction. These travel half the length of Battlefield, and deal 6% + 3% for each additional earth crystal used in this attack, covering a huge area in hitboxes that will be out after the move is used... though keep in mind the spawn point for these projectiles is a full Battlefield width ahead of Aurelia. They won't give her any additional pressure up close, unlike the fire, but it creates something of light bullet hell for the foe to dodge. The earth shards fly at half the speed of the initial shot, and while they deal very little knockback at base they scale until deal knockback that KOs at 100% with a full six earth crystals. Their size also scales up with earth dust invested, capping out at half Kirby sized shards with six earth crystals. If the shot hits a wall or the floor(due to being angled down), it will still fire off the 8 earth shards, but all the ones that hit solid ground will disappear. Given the shards explode from the normally rather weak end of the shot, this means committing hard on earth crystals will make Aurelia's edgeguarding potential a fair bit scarier.
This move has a secondary effect that gives Aurelia some benefit closer to her, as when she releases the projectile the ground in front of her cracks. This cracked area is a little wider than Wario, is created regardless of whether or not you hit the opponent, and will last for 10 seconds before vanishing. This will happen regardless of the amount of earth dust and be effectively unchanged by how much is invested, with the only difference being it adds 5 seconds to the duration for each crystal. If Aurelia hits the crack with a single hit that deals 10% or more, golden cracks will go through the ground nearby it and it will shatter into a stream of rocks that fly diagonally upwards and forwards from the opposite horizontal direction Aurelia hit it from. The size of the blast of rocks and how much damage and knockback it deals depends on the attack it was hit with, as it deals .75x the damage of the attack that hit it. The stream of rocks is 1.5 training units wide, and travels up 1 training unit for every 5% the attack would deal. So at minimum, this creates a 1.5 training unit wide blast of rock shards that goes up at a diagonal 1.5 training units tall, and deals 7.5% and knockback that KOs at 300%. If you hit it with the highest damage move in your set, which is just 6 earth dust crystals loaded into your cannon and reversed, it will deal 42% and knockback that'll KO around 55%. For the record, it will just create this stream automatically if you angle the projectile downwards on the ground with an earth crystal loaded in, serving as kind of a replacement for the usual stream. This firing at the ground is also covered in all directions by shards of earth firing off from the point the projectile stops due to the previous effect of the earth projectile, giving this particular variant of Neutral Special a tremendous amount of coverage. Of course, the real prize is using this to augment the hitbox of one of your other attacks, or perhaps a subsequent cannon shot fired from the air into the ground to give it some additional coverage. After the crack takes a single hit, the stage will return to normal.
If at least one earth dust crystal has been loaded into the cannon, this shot will instead have golden cracks cover the entire shield, making shielding this move even more painful. This is especially true considering that shield damage is based on damage rather than knockback, so you're getting the most shield damage to accompany it too. This only increases the distance Aurelia is launched back by .125 units per earth dust crystal, so its the least effective for recovery but also means you reposition yourself less for when you'd rather not.
Gravity Dust (Black Crystal): Gravity dust only boosts the damage of the move by 2%, but it increases how much the knockback scales with percent, both from what the opponent currently has and how much damage the initial attack does. This actually leads to it KOing later than the fire version on its own, 6 gravity dust crystals will only KO at around 40% instead of near instantly like a fire dust version. That said, a combination of gravity and fire dust crystals actually has more KO power than either individually, capable of getting instant kills on middleweights with 3 gravity and 3 fire(the optimal combo), and instant KOs even on superheavyweights even a fair bit above Bowser's weight in the reversed version(with the Mountain and his 160 weight actually getting one shotted by this). As some completely useless trivia, due to how this attack effects knockback scaling, the 6 gravity crystal version is actually the most effective in the Home Run Contest, as it will surpass both the Homerun Bat and any version with less gravity crystals once you hit a certain percentage, passing every other option when the sandbag is at 100%. Yeah, for the record, did I mention this move's power cap is absolutely preposterous? Shame its so hard to land.
Gravity dust doesn't leave anything lingering for Aurelia to play off like the other variations, but rather it makes the projectile itself harder to dodge. With one crystal of gravity dust, a bubble of purple gravitational energy will surround the projectile a bit smaller than Samus' fully charged charge shot, and on contact with it opponents will be dealt 1% and pulled immediately into the main projectile which will hit them guaranteed. Making it the size of Samus' charge shot is not really all that impressive, but the more gravity crystals you add, the larger the projectile becomes, both giving it better vertical coverage and meaning foes have to time their dodges more carefully. At 6 gravity crystals, the gravity field will be 3.5x the size of Samus' charge shot, which is actually really awkward to dodge or roll around, especially with staled dodges, making this attack suddenly much harder to dodge. Of course, they could just shield it, especially considering gravity crystals don't add much damage and the gravity field does absolutely nothing to shielding foes, but this is a bit more painful if the shield has been cracked beforehand.
Gravity creates the largest pushback, adding .5 units per gravity crystal loaded, so with a 6 gravity crystal load Aurelia will slide hilariously far back, especially in the air. Keep in mind she will stop at ledges no matter what you've loaded into the cannon, at least provided she's only taking horizontal knockback, but be careful not to do something stupid with your own firepower and suicide with this.
As a final note, Aurelia will cheer and do a fist pump if this hits with 3 crystals or more loaded in, or if any hit from this attack outright KOs the opponent. If the target is a particularly evil and/or canonically powerful villain(in Smash, Ridley and Ganondorf qualify, but MYM has a much wider selection that do), and the hit is a KO, Aurelia will instead sigh with relief. This is basically a free taunt amidst all the other free things this move gives you, just adding to the incredible value you're getting from one big super attack. Ultimately though, the lag is going to make this kind of hard to use no matter what you do, so you better make the most of this move's side effects to make up for it. Though of course, you can get free results if you actually manage a shield break.
Down Special - Barrier Generator
Flipping on a device concealed in her robe, a whirring sound is heard for five seconds before a glowing blue barrier of hexagons manifests in front of Aurelia. Turning this on does have fairly little lag itself, and Aurelia is free to fight normally while its preparing. Once its manifested, the barrier will then fade away until Aurelia performs an attack, at which point it will manifest over all but the first five frames of the start lag covering an area in front of where Aurelia is facing in a semi-circle. The result of this is any attacks hitting Aurelia through the barrier she is super armored against, and takes only half damage from. On paper, this is fantastic, serving as an even stronger version of K. Rool's super armored stomach as it covers a larger portion of Aurelia's body and also reducing damage to allow for trades to go even more favorably with this up. This will activate on all attacks Aurelia uses until the barrier runs out.
There's a couple problems, the first being that this super armor is very temporary, only lasting 7 seconds before the generator runs out and Aurelia needs to reload it and recharge it. If you look carefully when she charges the move, you'll notice she's only using a very small amount of hard light dust, a tiny shard of a crystal, to power this move. This also plays into the barrier's stamina, which is 18 HP. Keep in mind this is after damage is halved, so this isn't as painful as it could be, but if it breaks the generator shorts out, and Aurelia is sent into a shield break stun as well as taking 20% as her entire body gets a nasty shock.
The other downside is, of course, it doesn't cover her back. This might not sound like a big deal, but Aurelia's options for dealing with opponents behind her are kind of lackluster, and with the telegraphing of this barrier they can potentially just go for a crossup beforehand and not care nearly as much about it as they normally would as Aurelia fumbles to adjust. Of course, this admittedly puts them on an obvious, predictable gameplan, so at the very least it gives you room to prepare for this. Ghostface won't claim another victim this time!
Pressing Down B again can cancel either the warm up if you just don't want the barrier on for fear the opponent will manage to smash through it, or if the barrier's up you can also use Down B to shut it off. In spite of the flaws and its temporary up time, this does provide Aurelia with the very useful ability to just power through attacks, making landing her laggy attacks a lot easier. The opponent could go on the defensive, but Aurelia's mechanics punish focusing heavily on shielding hard, and with Ultimate's dodge decay they might end up running headfirst into a giant gravity shot if they weaken it enough. Knowing when to use this limited defense option is pretty important to actually landing hits, and while it may seem a bit lackluster the existence of Neutral Special's aftermath and her somewhat lower lag than a lot of heavyweight fighters still means this move contributes to a potentially very scary offense.
Up Special - Golden Howling
Detaching two of the cannons from the body of her gun, Aurelia releases a blast of air from the barrels to propel herself up into the air a distance that goes slightly further than Ganondorf's recovery. This actually does function somewhat similar to Ganondorf and Captain Falcon's recovery in that if she comes into contact with an opponent, Aurelia will grab onto them, before pointing both gun barrels at their head. This releases a screeching blast of sound from the cannon barrels, much louder for the unfortunate victim than for the people playing the game. The blast of sound deals them 7% and dazes long enough for Aurelia to climb on their body and jump off it, propelling her another 2 units into the air. Her Up Special use is then refreshed. This move can also be angled forward or backwards during the start lag. The forward variant has her lunge at a 30 degree angle above her starting position, while the backwards one has her do a backflip. The backwards version is unfortunately not a grab hitbox close up as Aurelia is less prepared to intercept people in her path, but it still activates early enough that it can sometimes catch out a poorly done cross up.
This is a decent recovery but suffers from some of the same problems Ganondorf and Captain Falcon's do. Its a short range grab hitbox so gimping it is not too difficult, and it doesn't go especially far. The good news is at least this move has some variety in angle, even if its not as versatile as something like Fire Fox, and Aurelia does technically have her Neutral Special as a backup recovery option. Admittedly, if you end up in a situation you can't recover with Up Special and need to use Neutral Special, you're setting yourself potentially very far back in terms of resources, but you don't keep that stuff between stocks anyway.
This move does leave the foe stunned for a decent period of the animation, which comes with an interesting side effect. Unlike the moves its compared too, she and the opponent continue to fall during this move at the rate of whoever has the greater fall speed, probably Aurelia. If you actually land on the ground during it, Aurelia will step backwards instead and let the foe take the rest of the stun, which can be as much as 36 frames of it. You'd assume this move would be at its strongest then if you land the forward variant on the ground, but the amount of stun the opponent takes if halved if you land the grounded variant. Since Aurelia will be trending slightly downwards at the end of the forward leap, that would be the optimal time to land it, as well as when you're barely off the ground, as the higher you are into the air the more time is going to be wasted on falling and grabbing onto the opponent. This obviously makes landing this pretty specific and awkward, but the reward is at minimum a free smash attack.
For that matter, Aurelia's Neutral Special fires on Frame 42. This move can't be said to combo into it, but the foe is left with only 6 frames to react if you input perfectly. You probably won't, but the closer you get to that, the less time your opponent will have to move, and if they have say, a fire trap behind them, a decayed dodge, a messed up shield, or Aurelia has her Down Special barrier up, their options are going to get more and more limited in not getting hit by it. Even if they do dodge, Aurelia got the attack off in a situation where the opponent could only avoid it at the last second, and gets the backup reward of any setup the attack might've created. Its still an advantage state worth having at that point anyway. Of course, just going for one of her smashes and getting 20% for a shatter effect will often just be better, but going for the slightly riskier Neutral Special can be worth it if the opponent's options for reacting to it are limited.
As an aside, Aurelia's not usually averse to using this move, but on an obviously disgusting opponent, she'll express some amount of visible disgust on her face and in her voice clip at having to be up close to them. In Smash the closest we have to this are Wario and Ridley, so consider them the minimum bar for this to activate.
Side Special - Dustspitter
All barrels of Aurelia's weapon point forwards as a hum is heard of the weapon charging up, as Aurelia can be seen pulling an alternate fire mechanism on the side of the weapon. The hum is the main tell that this is a different attack from Neutral Special, though the lag is also considerably less and for a few frames before it fires, flames will spit from the end of the weapon. It will then shoot forth in a 2.5 unit long stream of flame, held out for 40 frames and dealing rapid hits over the duration that, if all of them hit, will add up to 45%. This is, for what its worth, pretty easy to DI out of without taking all that damage... on the ground, anyway. If Aurelia uses this move in the air, the damage is decreased to around 30%, but since she can move herself through the air during the attack's duration at half her normal air speed you can land a much larger portion of that damage consistently. The final hit will deal knockback that KOs at 250% if it lands, giving Aurelia some space but not really serving as a remotely effective KO move.
This attack has moderately long start up lag, and rather short end lag, and is frankly very powerful compared to the vaguely comparable Bowser fire breath. The problem comes from the fact that, to put it bluntly, you can't cancel it, meaning this is horribly, horribly punishable to whiff with its 40 frame duration. The fire also doesn't apply Aurelia's usual crack effect to shields or shatter effect. Her semblance makes things more fragile after all, not have a lower melting point. It still does plenty of damage and gets it amplified if it hits a crack mind you, but there's enough shield push it won't reliably break unless its overlapping with a crack. Actually scoring a shield break with this is unlikely as the shield will eventually just get poked by the grounded version, and the aerial version will hit different parts of the shield while pushing it away so likely only a few hits will land on a crack unless you've made a very large one on the shield.
While whiffing the attack entirely sucks, the aerial version is still a pretty good tool for controlling space, as if you want you can just use it to zone out opponents with the massive disjointed range this move provides and your ability to move a little while doing so. You're going to have to be smart with where you use the grounded version, but if nothing else a fire trap behind the stream of flames synergizes pretty well as it will give you some additional time to avoid punishment if they get dumped out into it, ideally zoning them to the longer range Aurelia prefers to fight at in general.
Pressing B during the start lag of this move or while its firing actually has an additional use, as Aurelia adds the effect of the most recently loaded crystal to the flamethrower by pulling the trigger. This uses up one dust crystal from your Neutral Special charge, and this can be done multiple times during this move. This effect will change the properties of the flamethrower for 20 frames, and you can only activate one at a time. If pressed during the start lag, it'll last the first 20 frames of the move, and it'll last the next 20 after the current effect if B is pressed at any point during which the current one is going on. For example, say you have fire dust and earth dust as the most recent ones you added. Pressing B during the start lag will cause the first 20 frames to have the fire dust bonus, and then if you press B again at any point between that and the end of the fire dust bonus the last 20 will have the earth dust bonus.
The fire dust one is really basic, just adding 10% damage to the multihit and making it slightly harder to escape. Both of those effects mean the net damage you'll get from this move is probably much higher, as well as improving the possibility you get the last hit so the opponent won't be at an advantage frame-wise when the attack ends. This effect is visibly indicated by the fire stream getting much wider, also giving the move a bit more vertical range which can be handy with the aerial version. The earth dust variation instead changes the fire out for molten shards of earth, dealing the same damage but increasing the power of the final hit to KO at 110%, and that's not factoring in the damage this move does. This is reduced in effectiveness in the air given the move can be used offstage, but it'll still KO around 175% from the middle of the stage in the aerial version so this can potentially kill quite early off stage. While it might not seem useful on the earlier hits(though it does increase the overall damage done by 3%), it will cause the shards to create small cracks all over the shield where it hits. This means not only will the foe come out with a heavily damaged shield, outright breaking it if this move was used at point blank range and two earth dust crystals were used up, but it'll also leave them with tons of weakpoints to finish the job off if the opponent tries shielding after this attack. The other good news is if you land 20% out of this move's total potential damage of 33%-48%, you get a shatter effect on the opponent. It does, however, mean the attack is as easy to escape as ever, so it can be a bit of a waste if the opponent is able to DI out, or even just if used on the front end if the opponent doesn't shield.
Gravity dust is a bit weird with this move, not functioning quite like the other dust types. If used during the flamethrower itself, instead of changing the next 20 frames of how the attack operates, it will instead release a pulse of gravity 1.75 units beyond Aurelia that will pull the victim much closer to her. This makes it much easier to land the full flamethrower hitbox and prevent the foe from just DIing out, allowing you to actually guarantee that massive amount of damage, or drag them around the stage combined with the aerial version. You can use it as many times as you want, and really if you pull it off three times you're guaranteed to hit with the full damage of this move. Obviously blowing 5 whole dust crystals on this move to get maximized kill or damage power is a bit expensive, but the fact that as long as the opponent is within the gravity pulse range means they'll take something like 50%-65% and or an early KO makes it pretty worthwhile. The gravity pulses do absolutely nothing to a shield.
Now if you use gravity dust during the move's start lag, the nature of the hitbox that comes out changes completely, and you cannot invest any further effects afterwards. Aurelia will instead fire the same gravity flare she does but with its range increased to the full 2.5 units, rather than any flames. The gun will flare with strange purple energy instead, with the gravity flare deal 1% and pulling the opponent right into Aurelia's gun. If they come into direct contact with it, they are caught in a grab hitbox, at which point Aurelia is given the choice to throw them in one of four directions. The throws are different on the ground or the air, but they're all pretty simple. These are input when you grab the foe in the brief 15 frame window she has. If she throws them up, forward, or backwards, she fires a gravitational pulse from the gun, launching the foe with 12% and solid base knockback that scales poorly enough to only kill at 300% in the given direction. This also leaves a status effect on them for the next 2.5 seconds, as a purple aura surrounds the foe and heavily decreases their fall speed. This actually makes it kind of annoying for them to get back to the ground, and with how much slower air speeds tend to be than dash speeds, it lets Aurelia stay out of the foe's range pretty much for free and reposition as she pleases, letting her get to her optimal range. Or, of course, you can use this to go for a juggle, which is actually pretty powerful, especially if you rocket up after the opponent with Neutral Special or make good use of Up Special.
Throwing the foe downwards will just have Aurelia slam the gun into the ground with the opponent stuck to it, applying a very weak bury effect. This won't lead into smash attacks until the foe is around 110%, but given the power of Aurelia's smashes that probably means they're dead, and it can serve as something of a backup "setup" option to Up Special. This also deals the most damage of any of Aurelia's options, dealing 15%. In the air, the Up/Forward/Back throws are nerfed in power a bit to only deal 9% and the status effect is both slightly decreased in potency and reduced to last only 1.5 seconds, though given you're already in a position to set up juggles its still pretty nice for that. Downwards will have Aurelia point the gun downwards with the foe still stuck to it and simultaneously kick and blast them away, dealing 12% and a spike that'll KO offstage around 95%. Given the range this move comes out at, and the ability to snipe the foe from on the stage if you're offstage, this can be pretty absurd, but keep in mind the lag on this move is not great.
While this is a pretty awesome command grab due to the combination of range and fairly powerful effects, it has a serious weakness. The gravity pull effect does absolutely nothing to shields, no shield push or damage or anything. Aurelia also takes some additional lag if she hits a shield with this, giving the foe a chance to rush into close range and/or punish. This move being so garbage against shields isn't all bad though, because right at point blank range of the gravity flare firing, the grab hitbox IS there and will go through the shield. Plus, it means having a gravity crystal up in general will bait shields, which given Aurelia's great shield breaking game is a nice thing to have to mess with the opponent's head a little bit.
Standards
Jab - Cacophony Combo
A note before we start, you can press B during any hit of the combo except the last to trigger the use of a dust crystal in the next one. With that out of the way, Aurelia starts off her jab combo with a swift roundhouse kick into the opponent, dealing 3% and flinching knockback that has decent range considering the length of her leg. The problem is it actually doesn't come out that fast, coming out at frame 7 like Ganondorf's Jab. While by comparison to said Jab it actually has things it follows into, the base power is kind of pathetic compared to said move, so its fortunate this one has actual follow ups. If you end on this Jab, it has low end lag, but struggles to combo into things due to giving such a small amount of frame advantage overall. You probably just want to follow into other hits of the Jab if you're going to use this, but it can at least reset neutral and while it doesn't true combo into it its pretty close to a true combo into Down Tilt at least.
For the press of A, Aurelia's weapon splits on the hinges and then separates into a six-pointed star shape of barrels around her, spinning around her. Each barrel deals a single hit to opponents, the first 3 of 1% and the last 3 of 2%, adding up to a total of 9% from these hits. The hits all combo into each other really well, unless the opponent is at the very edge of the spin, which they won't be if you hit the first hit due to Aurelia taking a step forward. The opponent will basically not be able to DI out of them, looking to take a full 9%, which is fairly nice for just the second hit of a jab combo coming off a first hit that will guarantee the opponent takes the second hit. It is worth noting that this move has more shield push than you'd hope for, because if hits a shield it will just knock the opponent out of subsequent hits and leave Aurelia to suffer from the fact that this move actually has a non-trivial duration. The first hit is also kind of garbage on shield due to doing basically no shield stun and neither hit creating a remotely meaningful crack in it, just an extremely tiny one at the point of impact. While Aurelia is pretty good against a shielding foe on a whole, if she wants to use Jab she should probably try to get the opponent out of the mindset that using shield is a great idea.
If you pressed B before this move, Aurelia will fire a flare from the barrel behind her as this move starts, sending her spinning forward. In all cases this will cause the barrels to spin around her for a second rotation, adding an additional 6 hits to this move, but the nature of this hits depends on which barrel you used. The flare behind her deals 4% in all cases and weak backwards knockback that will space opponents away from her, and is a fairly small hitbox. Its not terribly worth hitting with, but at least gives Aurelia a little room if she hits with it instead of the main hitbox.
If you used a fire crystal for this move, Aurelia will move forward 2 units during this move, and the subsequent hits will deal the same damage as the first 6. This adds up to 18% on this hit alone, and given this is all the same attack, that's enough to instantly cause a shatter effect thanks to the first hit dealing 3% to bring this over 20%. It will leave you in the same position as usual with the final hit in terms of where the opponent will get hit by followups, albeit 2 units forward along the stage, allowing you to push them towards fire, ground cracks, or just a more optimal location in relation to the ledge making for some nice stage control. It does leave the foe in the same position after the attack as the base version, which actually isn't too great as there are some problems with the follow up, though at the very least if you end on this move you can end on frame neutral and a shatter, which is not a terrible place to be.
The earth variant will only deal 2% on each hit but instead cause Aurelia to slide forth only a single unit, making for less powerful repositioning in exchange for greater damage. It also has the downside of pushing the opponent further forward compared to yourself, making it fairly easy for them to DI out instead of nigh impossible. This does actually have an advantage we'll get to when discussing the third hit though. The gravity version goes forth 2.5 units and the hits only deal 1%, but interestingly, it will actually send Aurelia up into the air as she drags the opponent up with her, before the final hit actually deals weak horizontal knockback that sets up combos rather than just leaving you in frame neutral if you end the attack here. This is good, because being the air won't let you use the subsequent hits of the combo, but fortunately your aerial combo options are arguably better follow ups anyway.
You have two options for the third hit, either hold down A or just tap it a third time. If you just tap the third hit, Aurelia will immediately have all the barrels snap back together onto the main gun and slam it in down in front of her, dealing 8% if she hits with the end of the gun but 4% if she hits closer to the handle or with the handle. This means the end of the gun will give you a shatter and the handle won't, and while the end of the gun deals decent diagonal knockback that will KO at 155%, the handle's knockback is kind of garbage, leaving Aurelia unsafe on hit until 40%(admittedly slightly alievated by the 12% that comes before this in the combo). Now the opponent can DI a bit during the move to actually end up closer to Aurelia during the end lag, allowing them to get hit with only the sourspot and be left in an acceptable position after the move is done. At the very least, at middling percentages the sourspot will get you some space, but the sweetspot does that better anyway. This is actually the trick with the earth variant, however, if the opponent starts DIing inwards instinctively at the start of it, they'll still be pushed far out enough for Aurelia to smash them with the sweetspot and get the full extra damage out of it, even if they only DI in a little bit. If you have an earth crystal available at the moment this gives you a bit of a mindgame with Jab simply by having it loaded.
If you apply B to this hit, Aurelia will fire out a single cannonball from one of the barrels after the move ends, flying forward as a projectile and exploding about a distance of 4 units in front of Aurelia. The cannonball will have an aura color matching the kind of crystal used, and it will travel at different speeds depending on which type of dust was used. This is notable because that will determine what percents it combos out of the third hit. The earth hit will combo the earliest at 45%-70%, fire will combo from 60%-90%, and gravity from 80%-110%. The earth hit will deal 4% and pop the opponent up into the air, not usually allowing for subsequent combos unless you hit them into some lingering fire but giving Aurelia an advantage as she goes in for further follow ups, as well as putting the foe at her ideal range. Fire deals 5% and very high knockback with somewhat poor growth, it won't KO in the range mentioned unless Aurelia is at basically maxed rage, against a light opponent, and near the edge of the stage. That said, its great for getting distance to load crystals or abuse Aurelia's long range options. The gravity cannonball will deal 5% too, but KOs around 100%, meaning in the latter part of that range it can actually straight up kill. Keep in mind these ranges will vary depending somewhat on the opponent's weight and gravity, so move the percents you expect this to work a little later for heavyweights and a little erlier for lightweights. Neither of these hits are likely to hit a shield unless you for some reason use this entire combo just for the cannonball at the end or something. I don't know why you'd do the later that is not worth all the time invested and a dust crystal, but if you do somehow end up specifically hitting with the last hit of Jab on a shield or a cannonball, they actually do crack a decent chunk of the shield on hit, making them a lot better for that purpose than the previous hits.
If you choose to hold down A instead of just tapping it, Aurelia will brace the cannons to fire as she gets down on one knee, before firing rapid shots starting from the top right cannon, switch to the top left, then middle right, etc. This rapid succession of shots fires of hits slightly slower than Captain Falcon's rapid jab and deals the same damage per hit, but with much large range as the flares extend out way further than Captain Falcon's fist. This means it will probably end up doing noticeably more damage than that move, especially because after 8% is dealt, possibly less if crystals were used beforehand, the foe will be shattered and take more damage from subsequent hits. This is a pretty great rapid jab, but its hurt by a simple problem: Aurelia takes 12 frames between the second hit and this attack to prepare it. The opponent will have recovered a few frames before Aurelia can start firing it, giving them a chance to shield or roll out of the way. They can also interrupt her with their own fast moves, but fortunately Down Special removes this weakness. There are fortunately ways to cut off this kind of escape in Aurelia's set however, and if you do the jab will inflict a world of hurt on them. Shielding foes take enough push to be pushed out of this fairly fast, but it will crack a sizeable chunk of the front of their shield with the many tiny cracks that the large number of differently aimed shots will cause.
Pressing B before this will invest a dust crystal to upgrade the rapid jab, at least for the first 30 frames you hold it out. Fire will buff the damage to about 1.4x that of Captain Falcon's jab, and considering the range on this move that's downright insane. It gets even better if the opponent is shattered too, which depending on what you did earlier in the Jab they easily could be by the time of this rapid jab. Earth just causes the flares to deal 1.15x as much damage as usual, but increased shield damage and decreased shield push, meaning this move is very scary to shield given the cracks created by the first round of bullets will amplify later ones. Gravity will instead greatly increase the move's range but leave the damage the same, forcing the foe to escape further away from the move and causing them to take more damage than the earth variant, but less than the fire variant. This gives Aurelia longer range spacing when the move is done too, which is frequently very good for her.
The final hit, the combo finisher for this move, simply is a gun flare from all barrels that deals 5% and knockback that KOs at 180%. This has no sourspot like the other final jab hit, but KOs a little later and is a fair bit harder to actually land given the windup period for the rapid jab. You can, as with the other 3 gun-based jab hits, invest a crystal into this. Fire buffs this to deal 11% on the final hit, but still only KO at 165%, letting you just finish making the Jab combo's total damage fantastic if you get to this point. Earth only does 6% and weakens the knockback a bit, but also lowers the end lag of the move a little to make it easier to follow it up and pile even more damage on the foe. Gravity deals 8% but KOs at 120%, which is pretty intimidating when you consider how much damage the foe might've taken during this jab combo, but keep in mind landing the rapid jab and onward is a bit awkward. All these flares make a decent sized crack in a shield, but they're more likely to just hit a pre-existing one from the rapid jab at this point given this blast has the same long but not projectile-level range of the rapid jab.
For the record, yes you can invest at multiple points in the Jab combo, potentially sinking 2 or even 3 crystals into this, and its not as powerful as other 2-3 crystal options in the grand scheme of things. That said you still can get a lot of damage out of this if you line things up properly, and off a move that comes out as fast as Ganondorf's jab, though it will require some good positioning and mid-move decision making to get the full mileage out of this no matter how many crystals you invest.
Forward Tilt - Flare
Two of the cannons detach from Aurelia's main gun as she points them forwards and fires, in a long range hitbox by melee hitbox standards, going a little further than Marth or Ike's swords would in a similar situation. The blast in front of her, which looks like a flash of white, deals a decent 9% and knockback that'll KO around 200%. The guns themselves are a sourspot, dealing only 4% and very weak knockback that's unsafe on hit until around 75%. The start lag on this move is not especially lengthy and the end lag is short enough its at least functional for combos, though she doesn't have a wide range of options from this. The main appeal of this move is the large range, but the blind spot is pretty terrible to hit with until high percents. If it wasn't obvious, Aurelia is at her best at distances that aren't "point blank" most of the time, even if she does have a few decent options there. This move creates a pretty small crack on the center of the shield if it hits.
This move gets a lot better if you expend a dust crystal by pressing B during the start lag, as the flare will be colored with the type of dust you use, increasing its damage by 4% with fire, 3% with earth, and 2% with gravity, though this doesn't boost the knockback unless it was the gravity version. The dust will then form into something at the end of the blast, depending on which type of crystal you used. The fire version will leave behind a small ball of flame, which extends the hitbox's length a tiny bit and deals 10% and upwards knockback that'll pop the opponent into the air. This lasts about 10 frames past the attacks end lag, giving Aurelia a brief lingering hitbox to play off, before exploding into a shower of sparks, launching off 3 extremely short range projectiles on each side that deal 2% each and a flinch. This sets up combos incredibly well if you hit with this part of the move, given the multiple flinching hits will lock opponents in place longer than a normal attack. Given this move is usually just "okay" for combos, this is a massive improvement.
Earth will cause the earth dust to form into a shard that will embed into the ground, the initial drop of it dealing 13% and upwards knockback that KOs at 160%, and it will land on the ground by the end lag of this move. On the ground the shard will just break apart, but it will leave the ground it hit rumbling for 45 frames, dealing 7% and set upwards knockback that will pop the opponent a short distance up into the air. While not as potent as the other lingering hitboxes this move produces, it covers a wider area than the others at a full 2.5 training units of width. The combos produced might not be as great as the ones out of the fire version, but the wide area it covers is great for coverage and its still quite good for comboing into aerials or sometimes Up Tilt and Up Smash. For the record, if this shard is dropped off a platform, it will disappear after falling a Ganondorf height.
Gravity will instead produce an ominously glowing purple orb, which will do nothing at first as it sinks to the ground and pulses for a full 2 seconds before finally exploding. This deals 10%, but the upwards knockback is strong enough to KO at 95%, making it not so much a combo option as a weird KO option. There is a very weak suction effect around the orb extending 1.5 units to each side, though the actual explosion is only a single unit wide so the coverage isn't that great. This isn't so much something to combo the opponent off like the other two as something to actually try to pressure the foe into, its mere presence giving Aurelia a bit more threat to her melee game in general. Obviously comboing into it is an option, but it can also just be used to catch out the opponent dodging your heavy hitting attacks like your smashes or Neutral Special. That, and its presence also messes with the opponent's spacing, which is great for getting them towards Aurelia's good mid and long range options and keeping them away from her horribly mediocre close range ones.
For the record, you can throw out two of these lingering hitboxes of any variety by just using this move again, allowing you to abuse various combinations of them for even more potential threat value. That said, to prevent this from making the stage too chaotic, you are limited to two of these out at a time, the sacrifice of a crystal only buffing the attack's damage instead otherwise. Also in case it wasn't obvious, having lingering hitbox out will make it a lot easier to actually pull of your Neutral Special, especially if you use Up Special to set it up while one of them is out, but the timing for that is really strict and would make you pretty predictable if you go for it. Of course if you want to go for two for the extra pressure you are going to have to sacrifice some power from Neutral Special, but when it has so much this is a sacrifice you can afford to make. Your Smashes can substitute as weaker but easier to pull off setups from this, as well, especially since they're a bit less dust dependent.
Up Tilt - Flipkick
Planting her gun against the ground, Aurelia grips onto it and then does a backwards flipkick from that position, dealing 11% and upwards knockback that KOs at 180%. This is the laggiest of her three tilts, not qualifying as slow necessarily but not quite what you'd want out of a tilt. It does cover a pretty sizeable radius though, sets up juggles fine, and is one of Aurelia's better options for hitting an opponent behind her. The barrier will cover the entirety of her legs during this attack, making it much safer while that move is up, and using this to armor through aerials is actually a pretty strong anti-air in that situation. At the very least, it cracks the largest portion of the foe's shield of her tilts, usually cracking about a third of one side of it at the point the kick collided with the shield. All in all, its kind of a mediocre move, but it at least fills its function.
Of course, that's assuming you don't expend some dust on it. Pressing B during the start up lag will cause Aurelia to fire her weapon into the ground at the start of the flipkick to propel herself into the air. The fire effect produces a small explosion at the ground that deals 10% and weak upwards knockback while Aurelia is launched up about Ganondorf's height into the air as she performs the kick on the way up. While she's flying up she can adjust her flight path a little to the left or right, having normal aerial control during this. The upwards knockback is such that it launch the opponent up into the kick itself provided the opponent is in front of her, at least in a pretty wide range of percents from 20% to 100%. Aside from just setting up aerial juggles nicely, this actually means you've dealt 21% in one attack if both hits connect and the moves hasn't staled(technically 22% with freshness bonus, but who's counting), and as such it will shatter the opponent on a comparatively fast move. This does of course require Aurelia to be up close in neutral with a crystal loaded and land an attack the opponent can probably outspeed with their close range options, but it does give her an actually strong option at that range and its genuinely very good when you have the barrier up. This only cracks a tiny portion of a shield if it hits it, but it'll also shield push the opponent enough that Aurelia's kick will also hit the shield and leave about half of one side cracked.
Earth is a bit weirder, the explosion will instead form into a mound of earth, a little larger in size than Kirby. It will only propel Aurelia up a tiny bit beyond the height of that, not going as far as the fire variation, but it will leave Aurelia standing on the elevated ground once she's done. This gives Aurelia some additional reach to use her grounded moves against aerial foes, such as putting one of the lingering hitboxes from Forward Tilt up there. The actual explosion of earth that creates this mound deals diagonal knockback and only deals 6%, so you're not comboing into the kick with it, but you can combo into a subsequent Forward Tilt or Down Tilt at certain percents, which is kind of unique for an Up Tilt. The mound only lasts about a second and using this move a second time on top of one will just refresh its duration, which isn't a great use of your earth dust. The explosion of earth will actually crack about 2/3rds of the side of the opponent's shield it hits, sometimes more if the bottom of the kick hits the top of their shield depending on its size, which is pretty nice.
Gravity will launch Aurelia very high into the air as a purple pulse of energy comes out of the gun, dealing 5% but surprising amounts of knockback that will KO at around 170%. It will also blast Aurelia flying into the air a full two Ganondorf heights to do the flip kick, letting it catch out foes high up in the air, and giving her the usual level of aerial control like the fire version. This won't combo the explosion on the ground into the kick like the fire version does, at least not at nearly as wide a range of percentages. It will work at 75%-100% on middleweight foes(give or take a bit from gravity and weight, obviously), and the last 10% of that is capable of KOing due to how high off the ground Up Tilt will be used. If the foe is shattered, the knockback is boosted enough that it'll work at closer to the 60%-90% range and KO past 80%, and it can get even earlier if used from a platform or the previous variation of this move's earth mound. This is a pretty specific KO move, but it fills a somewhat different niche than the previous version, instead existing for the purpose of putting Aurelia very high into the air and scoring KOs at very specific percents. Its not really the worst if the opponent ends up below or well above you for this, as you'll still probably end up with a frame advantage at the end of the move to apply pressure on the foe. The gravity explosion will not crack shields and actually does a hilariously tiny amount of damage to them, barely indistinguishable from their shield ticking down over time, but on the plus side the kick will hit right after so it mostly just means the gravity crystal added nothing.
Down Tilt - Big Metal Shoe
Aurelia kicks out with her right leg in a short range hitbox that deals 6% and low horizontal knockback. As Aurelia can't really kick out her leg that far from her crouch due to not moving her body with it, this move has pretty mediocre range, being a rare option of Aurelia's that is vastly better up close than at mid or further range. This move is really fast, being great for combos, especially considering the exact nature of the knockback. It actually has "decent" base knockback that will shove the opponent enough of a distance from Aurelia that her longer range melee options will hit them, putting them out of the sour/blindspots of most of her moves. You can just go for something like Forward Tilt, Nair, or Fair out of it too. The knockback growth is extremely small, so it'll serve this purpose up until the 100% range on midweights, and pushing foes further away is not a bad thing when longer range options like Side Special and Down Smash exist. As simple as this move is, do not underestimate how useful it is to just have a fast, close-range option that sets up most of what Aurelia wants to do very well. That said, the lack of other moves that serve these kinds of purposes well in Aurelia's set can come back to bite her, as it means she'll probably only go for Down Tilt in those circumstances usually and become predictable. Like Forward Tilt, the area this cracks on the opponent's shield is very small, but it does work decently well as a shield poke.
Dash Attack - Dropkick
Lunging out of her dash, Aurelia performs an initial flying kick in front of her before falling to the ground in a continued sliding kick for a moment longer. As dash attacks go, its actually pretty fast, and the super armor through the slide part too if you have a barrier up, at least on her leg. The initial kick deals 13% and knockback that KOs at 140%, while the subsequent slide deals 8% and knockback that KOs at 275%. It takes Aurelia a little bit to get up after this attack so the end lag is, while not terrible, also actually punishable if you whiff this. Its still fast and strong enough that its a pretty practical move to use out of a dash, setting up her long range nicely with the main hit and the latter hit will have some okay but not true combos as long as you hit it past 20%, at which point it's not punishable on hit. As a KO move, you certainly have much earlier options in your set, some of which aren't even all that terribly laggy, but they're usually still harder to land than this and if you want to commit heavily to damage racking this isn't a bad way to end a stock.
Of course, there's a real downside here, and that's that this move is trash against shields. If Aurelia hits a shield with this attack she goes right into the end lag from any point in the attack, except actually extended a few frames. This also deals reduced shield damage, only hitting shields for the equivalent of an attack that deals 6% with the main hit and 2% with the late one. If this is shielded, you are going to be punished and it will hurt like hell. While Jab is unfortunate to get shielded, at least it won't be punished too badly, but this is the #1 move in your set you want the opponent scared of shielding to use. For the record, the late hit can poke somewhat depleted shields, though the late hit is not really what you're looking for given its not too strong.
Given how many shield crushing options you have the and the ability to use basically any attack out of a dash is a feature of Smash Ultimate, heavily using this attack is a pretty good way to bait out the opponent's shield to go for something that will crack a huge portion of it or otherwise cripple it. Of note is Aurelia's dash grab, which is better than her standing grab and leads into her actually fairly strong throws. Aurelia's grab is actually kind of terrible normally, so mixing them up with this is among the best options you have to actually land it.
Smashes
Forward Smash - Overwhelming Force
Aurelia jumps a short distance into the air as she raises her gun overhead, before smashing it down in front of her as she lands down in a move with slightly more lag than Ike's Forward Smash at 34 frames of start lag. This deals 24%-33%, and diagonal knockback that KOs at 65% uncharged, making this a very strong KO move that only gets scarier for the opponent if they happen to be shattered as that KO percent will drop even lower. Its also a completely non-conditional shatter, you don't need to do any setup beforehand of any kind to land that on the opponent, it'll just happen if you land the move, so this is even good if you land it at low percents for that reason. Of course, I talk all about the move's good qualities, but that lag is absolutely going to make it a pain to hit, though the end lag is actually better than Ike's by comparison. If the opponent shields this move, this will cover everything but a small fragment of the foe's shield at the opposite end of where Aurelia hits in cracks, and not only that it has a bit of bonus shield damage to start with, letting this move outright break a shield if it hits a cracked part of it from nearly full health.
Before we get into what makes this move more viable than a lot of similar moves, let's talk about its one other downside. This power comes if you hit with the end of the hitbox, which is the sweetspot. There actually is a sourspot which covers the back half of the gun and Aurelia's body, which only deals 12%-16% and mostly horizontal knockback that KOs at 210% uncharged. This is straight up punishable on hit at extremely low percents and really unremarkable at higher percents, certainly not worth the massive start lag. That said, it is worth remembering that Down Special absolutely loads this move with super armor, so you can trade through attacks to land this. If you land the sourspot at higher percents like this, that actually isn't the worst as you'll probably win the damage trade and reset spacing, so there's a situation in which landing this part isn't actually all that bad. Its just for the time you invested, you really want to just hit the sweetspot. The sourspot will just crack the top of the shield and nothing else, but it'll cover about the top third and deals decent shield stop so its actually not the worst if the sourspot is shielded.
Pressing B during this move, as you'd probably expect, allows Aurelia to expend dust on it. Fire dust causes an explosion of flames to fly slightly forward and quite far backwards from the point where where the gun hits the ground, creating a hitbox that deals 18%-25% and diagonal knockback that KOs at 100% uncharged. The little bit of forward range is not the main appeal of this move, but rather the fact that this completely covers the sourspot and, not only that, a decent distance behind Aurelia as well. Of course this isn't the best at hitting opponents behind Aurelia, but it can catch out people who roll behind her by surprise, especially because the indication the fire is going to activate only happens a few frames before impact as flames begin to build at the end of the gun. The explosion of fire doesn't crack nearly as much of the shield as the gun hitting it, just cracking the bottom of the shield like the sourspot does the top, but if they shield in what is normally the sourspots range. As a side note, kind of like old Bowser Forward Smash, sometimes you'll hit with both the 10% sourspot and the fire hit if the foe is in range of both, adding up to more damage than the base version of this attack, albeit less knockback. But this does, importantly, mean the sourspot can shatter even if the area behind her cannot.
The earth variant instead causes an eruption of earth from the point of impact, stretching forwards a whole 2.5 units beyond the attack's main hitbox and dealing 16%-22% and upwards knockback that KOs at 120% uncharged, giving this attack a massive range extension. This hit is obviously not as powerful as the main one, but with this much range it actually justifies the lag at all, and it cracks the entire bottom two thirds of the shield to give all sorts of shield pressure opportunities. Like the fire version, the opponent can only see the shards of earth starting to fly off the end of the gun barrel a few frames before impact, so having an earth crystal prepped means opponents in a large range will have to be pretty defensive when you throw out this move, especially considering how good it is against shields the small window to dodge can allow you to get in their head a little bit.
The gravity variant is simple, but terrifying its application. It changes only one thing, the knockback of the stronger hit, but it means that even uncharged this attack will KO at 45%. This is terrifying when you consider you can outright confirm this attack off Up Special, and obviously means the opponent has to watch out for when you have a gravity crystal prepared and the barrier up. Speaking of additional factors to worry about with this attack, this is one of the best moves in your set to use on cracked ground. It creates a very sizeable spray of debris with some actual power behind it, and that's before you factor in the fire or earth variants. Use either of those on the ground crack, and you'll be able to create all kinds of different crazy hitbox shapes with this that give Aurelia massive coverage with this attack, and its potentially all backed up by super armor on all but the first five frames. While this kind of laggy attack can be seen as a bit of a joke to high level players normally, your Forward Smash under remotely decent setup is anything but that.
Up Smash - Combination Shot
Aurelia's gun completely disassembles into its six component cannons as she then grabs onto a single one of them and fires it upwards. She then immediately grabs and fires the second cannon in sequence, before switching to holding one in each hand, firing both of them at once before switching to the last two cannons and firing them, now completely exhausting the ammo. Each shot is fired off incredibly quickly to make this move function as a multihit, Aurelia cycling through all her cannons with inhuman speed. This also doesn't have much start lag as the cannon snapping apart into its components is pretty quick. The cannons snap back together as she tosses them over her back and she grabs the weapon again during the end lag, which is the harshest part of this move lag-wise but on the whole, it is a pretty quick smash attack for how flashy the animation is.
The first two shots deal 2.5% and the last two shots deal 5% uncharged. All in all it adds up to 15%, increasing to 21% fully charged, with the final hit dealing knockback that KOs at 160% uncharged. Given this is your fast smash attack, this is the one you can actually combo into, Up Tilt managing to at low percents and the earthshaking version of Forward Tilt being a great setup for it, though perhaps the best option is using the gravity grab version of Side B, as any of its throws can link pretty well into it though directly upwards won't require you to dash forwards beforehand. Its not a great kill move and its a bit too strong to combo into aerials all that often, but it sets up juggles nicely and depending on the foe's gravity and percent you can potentially link it into the fire or gravity variants of Up Tilt. The upwards range is very good for a melee move, but it is somewhat lacking in terms of sideways reach.
With a weapon like this though, if you can't get actual huge power out of your smash attacks, what's even the point? That's where your dust crystals come in. Instead of just being able to sacrifice one to this move like most of your attacks, you can actually invest up to 4 into it, pressing B once for each. The start lag window admittedly makes this a little uncomfortable to do if you're not skilled at it since its a bit short, but you can always charge the move a tiny bit to get more time to do that. If you want to play optimally you're going to need to be able to mash B fast enough. Regardless this covers a useful niche for using up a huge portion of her dust on one big attack, its both not nearly as punishable as the Neutral or Side Special and also used as an anti-air. As a final note, the first crystal added affects the last hit, the second one effects the penultimate hit, etc.
Using a fire crystal will cause the shot to widen into a more cone-like shape, giving that hit more horizontal reach, and also increasing the damage of that hit by 4%. There is a knockback increase here, if just applied to the last hit it'll start KOing around 120% instead, meaning you don't need a ton of investment to make this into a functional but unexciting KO move. Fire will also cause all subsequent shots after the fire shot in the sequence to deal 1% more damage, and this stacks with each fire shot, though the knockback will not go up quite as nicely, only KOing at 70% with 4 fire shots in a row. That said, dealing 37% uncharged is a pretty impressive reward, especially on a relatively fast attack with good coverage.
Earth crystals add 3% to the hit but no knockback, but rather explode into a chunk of earth at the end of the attack's hitbox. This chunk of earth is about two thirds the size of Kirby and will, if used at the end of the attack, just fall to the ground slightly forward in front of Aurelia and deal 8% on its way down and weak upwards knockback, a way to catch out opponents who directional air dodged away from the main attack but not a whole lot else. It will hit the ground before Aurelia completes her end lag so don't expect to do anything flashy with it, at least not at base value. For the record every earth crystal used will create one rock. All rocks will also be hit by every shot that comes after them in this move, and will be effectively locked in place by this as though in hitstun like a foe until the attack finishes.
This is noteworthy because if the rock takes over 7 damage from prior hits, it will smash into shards at the end of the Up Smash, the explosion depending on how much damage was dealt beforehand. It deals only 0.8x the damage of the combined hits that collided with it, and the knockback will depend on the amount of damage dealt. If broken by one hit of 7%(which is possible due to the gravity variant), the knockback will only KO around 290%, but if broken by a total of 29.5%, which is 3 fire crystals and one earth, the blast will deal knockback that KOs at 80%. It also increases the size of the blast, from Kirby sized at minimum to about 1.2x Bowser at maximum, For the record, if you improve the damage numbers by 1.4x by charging you can obviously exceed the values listed, though those are the basic maximum and minimum, the fully charged FSmash with 3 fires and 1 earth can create a whopping 1.7x Bowser sized explosion though.
If you want to make this hitbox absolutely massive, however, note that one rock exploding will cause a chain reaction and send the other rocks flying away before they explode too. If you have two rocks, the first one exploding will launch the second forwards to create a second explosion with 0.8x the power of the strongest explosion and an appropriate size. With three rocks, one will be launched forward and one backward, and the fourth rock will be launched upward. All subsequent rocks shot off have the same slightly nerfed power from the central one. While this doesn't have the same kind of power to each individual blast as 3 fire 1 rock, creating four explosions will cover a downright preposterous amount of airspace, and allow you to continue juggles on opponents halfway across the stage, or get late KOs. Of course, the main hitbox won't combo into this usually, but specifically with 4 rocks at low percentages you can have the first combo of hits combo into the explosion of the two rocks above Aurelia since it covers so much vertical space. This gets the move to deal 43% even uncharged, which is preposterous but won't KO until much later than the fire version, and actually only gets the full damage at percents below 25%, as then the opponent will be blasted past it. So the actual direct hitbox can be better than the 4 fire version under specific circumstances, but after 25% its somewhat worse as you'll hit them into a weaker explosion and after 55% its dramatically worse, and you would more be using this for the ludicrous level of coverage provided.
Gravity dust buffs knockback to about the same extent as adding a fire dust would, but only adds 2% per crystal and doesn't extend the width of the attack during gravity crystal shots. Rather, it extends the upwards range by a bit with each gravity crystal invested, as the gravitational change will affect the shots afterwards as well. This can allow you to get the rock explosions higher into the air or the more damaging fire shots, or whatever combination suits you. There's a second effect of the gravity dust beyond just this, it will cause a suction effect on the sides of this attack that will pull opponents in the air and on the ground in while that shot is being fired. The pull is actually pretty strong but its also brief, and is good with the rock blasts as you'll likely miss some damage from the main hitbox so hitting with that instead can be a sufficient backup. There's actually a somewhat strange gravity hitbox about 1 unit to each side of Aurelia that will deal 1% and launch the opponent up into the air during all these, indicated by wisps of purple energy at that location moving upwards into the air, which can pull opponents at that distance on the ground up into the air to properly combo into the shot. They can just roll around this, but it can catch people unprepared offguard. The pull goes about 2.2 units to each side of Aurelia.
As a final note, this move does have a weakness, specifically the actual gunbarrels. They act as a sourspot when Aurelia is firing them, dealing 5% and knocking opponents to the side with moderate base knockback that only barely scales. No matter how ridiculous you make this attack with dust crystals, this problem is never going to go away, if you hit with the wrong hitbox you'll just bat the opponent a short distance away and accomplish nothing more, leaving them with a notable frame advantage that's only not unsafe on hit because of the distance away they are. 3 or 4 gravity shots actually does compensate for this weakness because at a decently wide range of percents that is actually enough to draw opponents back into this attack after its fired, but you won't get the full damage or knockback out of this move(the less starting hits you hit with, the less knockback the final one deals) so the result will still be very underwhelming for how much you invested to just get rid of a blindspot. Also given Aurelia is facing upwards during this move, even with Down Special up she's vulnerable to get poked from the sides during this move to knock her out of it. Despite that, this is a very powerful move with proper resource investment, even if it doesn't quite reach the extreme levels of power or defensive option coverage Side B and Neutral Special can achieve.
On a final note, its fairly unlikely this move will ever interact with shields, aside from them negating the gravity hitbox entirely. If you do get to use it on the bottom of a shield on a lower platform though, it will crack the bottom of the shield heavily, covering about the bottom third and also locking the foe in shield stun for a bit longer than usual.
Down Smash - Grenade
Withdrawing a crystal of wind dust from her pocket, Aurelia tosses it forward, dealing a wimpy 2%-3% and not even a flinch on contact as it flies forth about 3 units. As it lands on the ground, Aurelia focuses on the dust crystal as she pulls one of the guns from her weapon and points it at the crystal before firing it, amplifying its fragility so it explodes as violently as possible. The gunshot is like Forward Tilt's in terms of hitbox shape but angled downward, but only deals 3% and a flinch on the barrel and 6% and very low knockback on the actual gunshot as she's only using a single barrel. This doesn't take quite as long as it sounds as she draws the gun while the crystal is flying, but its only a little less laggy than Forward Smash.
The good news is that when the crystal does explode, the hitbox is massive, a huge vortex of wind that blasts the opponent upwards and slightly forwards for 15%-21% and knockback that KOs at 95% uncharged. It stretches most of the way back to Aurelia and just as far forwards, plus goes up nearly Ganondorf's height, so the coverage here is kind of insane. The problem is that this coverage does not extend to 1.3 units of area in front of Aurelia, giving her a rather unpleasant blindspot to worry about where this move will just not hit the opponent. This is one of the main reasons to make sure to zone the opponent out, as you're not landing this move if they're not outside of close range, or at least not in any meaningful way. This makes a fixed four small cracks on shields, halfway up from and below the center on the front and back of the shield. This gives Aurelia a wide variety of small points to aim for, but won't give very comprehensive coverage of shield weakpoints.
This move actually gets scarier if used in conjunction with Aurelia's setup, because the vortex of wind will absorb any lingering fire she has in its range. The fire traps will add 3%-6% to this attack depending on their strength, or 4%-9% fully charged, plus 2% more for each one absorbed beyond the first though you'll probably only ever get two. You can also use a fire crystal by pressing B during the start lag(or, as we'll get too, any type of crystal will work) up on this attack to buff it by either the strength of a minimum power fire trap or 2%, depending on which was currently already invested. This won't buff the knockback at all, but it will buff the already obscene range to reach higher into the sky, by a Kirby height if only a minimum strength flame trap was invested to a horrific Palutena's Up Smash height under optimal circumstances. Of course, having high strength fire traps is a rare thing given the condition for their creation and you'd need to sacrifice 2/3 of them, so having that much aerial coverage is actually not that overtly ridiculous a payoff. Given how high up this can hit, the top part of the hitbox might just actually kill the opponent way earlier than expected, giving Aurelia a hilariously strong follow up to launching the foe with a high knockback attack. All the more reason to land one for reasons other than KOing.
If the explosion of wind is over a crack in the ground, what happens will depend on how far into the center of the explosion it is. If near the edge this move will fling the debris out twice as far as usual horizontally, giving the move ridiculous horizontal coverage too. If its in the center of this move, instead the spray of debris that would normally be shot out of this move will be contained inside it, swirling in the vortex and then shot out the top instead, as two clumps of rock that function similarly to a Snake Up Smash but only deal 8%-11% and fairly weak upwards knockback that kills around 260%. While they won't get shot more than a Ganondorf height up past the top, that can be really high up into the air depending on the fire invested in this move, and gives the ability to even further catch foes who have been launched far by one of Aurelia's attacks using this move. Firing an earth crystal using B during the startup of this move will cause the usual two rocks to fly out the top, and if you get both an earth crystal and cracked ground you'll get a whopping 4 rocks flying out the top. Ones coming out from the ground will fly out slightly later than the ones from the earth dust shot, creating something of minor bullet hell for the opponent to deal with. Also, each insteance of debris added increases the main hitboxes damage by another 4%-6%, allowing it to deal a horrific 42% potentially, but that's fully charged, under ideal circumstances, and the knockback isn't boosted by all this anyway so its not quite as strong as it sounds.
Gravity does something pretty unique with this move, in that it changes the nature of the knockback. Rather than just sending them flying up afterwards, it instead directs the angle of their knockback right at Aurelia, allowing her to intercept them with another attack potentially. Given the strong knockback and hitstun they're flying at her with, you might even be able to combo this into something kind of laggy, there are specific situations where you can actually combo this into Forward Smash. Combine that with how high this move potentially reaches and how it can catch out foes taking large amounts of knockback, you might actually be able to pull off Forward Smash to Down Smash to Forward Smash with certain hitboxes, which even with the minor staling of Forward Smash is frequently going to end up killing the opponent when you do pull it off and looks and feels insanely satisfying to do. Up Smash is a decent substitute for the second Forward Smash in this combo in some cases, and with heavy dust investment can at least get up to a similar level of power though at that point you are committing a downright ridiculous amount of resources to this one combo.
Also, the little gravity flares made by Forward Tilt will get flung up to the top of this move, and linger a tiny bit above the top of the vortex after they're done. This can add to the bullet hell of stones the opponent has to deal with to make the opponent have an even more unwieldy time getting back to the ground, during which Aurelia can either set up her Up Smash, go after them with a gravity boosted Up Tilt, or possibly even just aim her Neutral Special right at them to add one new thing they absolutely cannot get hit by into that mix. Given the gravity flares deal strong upwards knockback, putting them high in the air means another thing the opponent cannot afford to get hit by, so this can all add up to be a very, very unpleasant situation for the foe.
Aerials
Nair - Double Shot
Her cannon folding at the hinges before separating into 6 barrels briefly floating in a hexagonal shape, Aurelia commanding it to spin and then fire in front of her. The spin deals 10% and solid horizontal knockback that KOs at 245% that covers the entire area in front of Aurelia. Following this hitbox, the cannons will fire, the top three first and the bottom three second, as soon as the spin finishes. The three top ones will produce a single flare that deals 4% and the bottom three will do the same, this one dealing 5%. The first hit will not combo into the gunshots, but the first gunshot will combo into the second one. The start and end lag of this move are both pretty quick, though the duration is not as short as many fast attacks so if you whiff it entirely its kind of punishable.
You'll get one of two things out of this attack, an okay spacer with good frontal coverage, or an excellent combo move, depending on how you hit this attack. The gun barrels up close will perform the former, but the two gun shots will do the latter as the second hit does weak knockback that sets up perfectly for Fairs due to having low end lag. The problem is, of course, you have to hit with the bottom shots for this to work. The top hit will mostly just keep the opponent in place, so if they're not lined up for the bottom hit to land, you'll be left in a situation this attack is only barely not punishable on hit, though you might sneak the occasional combo off it at specific percents given Fair or an Up Tilt mound. Only hitting with the bottom shot works fine, but at that point you've had to go through a bit of duration so its much harder to combo into. That said, this move is great to use out of an earth boosted Up Tilt for positioning given that will allow you to link Forward Tilt or Down Tilt into this for additional options besides Fair, and the height advantage you'll have over the foe means pulling off the bottom hit is pretty easy. Short hopping will also work but give you only Fair to lead into this move, plus it'll slightly nerf the damage output even if that's not really a deal-breaker.
Using a crystal on this move will add a third shot after the first two, where Aurelia will command all guns to fire forward flares of the dust type you picked. A fire crystal will shoot a flare out that goes out longer than the first two gunshots, and actually combos out of the barrel hit at certain low percentages that depend on the opponent, as well as much more frequently out of the first two hits. It deals 8%, so this isn't quite enough for a shatter, but the knockback horizontally KOs at 175%, which is great if you're already offstage as that will be quite a bit sooner and comes out of a fast move. The earth shot will just combo out of the first two due to not having extended range and deal 6% and slightly more knockback than the normal second shot, making it miss a few combos the previous one would but link better into going for a longer ranged move like Uair or, if you land right after this, Up Smash. Gravity deals 5% and changes the knockback to vertical which KOs at 155%, allowing Nair to contribute to juggles and also allow you to go for a rare off the top KO with it.
The initial hit will actually dent both the top and bottom of the opponent's shield if the ring hits both parts, and unlike on foes the shield stun is enough to actually combo all three hits together on shield. Considering how fast this move comes out, this is one of Aurelia's absolute best shield pressure options, given the additional shots will hit an area that's already cracked for a potential total of 22.6% shield damage on a fast move. Its not really very punishable on shield either, and you can throw in a crystal shot to put even more hurt on it for free if that'll push it to a break or a very easy poke. The nature of the hitbox does make it a little wonky to actually land all of the potential shield damage though, so keep that in mind.
Forward Aerial - Gilded Kick
Aurelia kicks forward with her entire body behind it, in a similar motion to Snake's Back Aerial only obviously angled forward instead. This move deals 6.5% along most of the length of her leg and some of her lower torso, with weak diagonally upwards knockback that is acceptable for combos, mostly because this move is very fast. The actual foot and a little further up the leg beyond it will deal 9% and slightly stronger horizontal knockback that'll still work for combo setups, but also is slightly better at getting the opponent to longer range at higher percents for the many advantageous situations Aurelia can have at that range.
This move can be angled slightly up or down, only about 20 degrees in either direction, which aside from just changing the range this move hits at slightly adjusts the knockback angle. Hitting with the body of the kick while angled up is actually pretty nice for juggles, which is nice given how many tools Aurelia has to set them up or continue them in unique ways, and can allow for some slightly different combos and spacing with the upward hit. The downward angled version makes the sourspot worse as it puts the opponent in a somewhat more awkward position for combos by just putting them in front of Aurelia rather than slightly above her as well, but the actual foot will deal slightly downwards knockback which is great for putting the opponent in a situation for you to edgeguard them. With how many gigantic hitboxes her moveset gives her access too, Aurelia can edgeguard people obscenely hard with good resource management, so leading into that is powerful even if the sourspot is lackluster enough to sometimes get punished on hit.
On shields, this will only create a very, very small crack at the point of impact, which isn't really the point of this move in regards to shields. This is better at using pre-existing shield cracks, as the variety of angles allows you to easily poke at already cracked portions to get some nice bonus damage to both the opponent and the shield too. Its not laggy enough for them to easily punish out of shield either, and once the shield has already taken some damage the variety of angles makes it good for poking the top of an opponent's shield.
One of the best ways to extend combos with this move is using the Up Tilt's mound of earth, as it lets you combo directly from moves like your Down Tilt or Forward Tilt into this much more easily than normal. If you have a gravity and fire crystal on hand, you can potentially make some surprisingly long combo strings with this, the elevated ground, and the obviously strong for combos fire from Forward Tilt.
Back Aerial - Golden Crusher
Turning her upper body as she does so, Aurelia swings her cannon behind her in an arc that reaches down to a bit below her, dealing 18% the entire swing and very strong radial knockback that KOs at 110%. This comes with heaps of lag both on the start and end of the move, meaning she's both easy to knock out of it and punish for whiffing it. You might think Aurelia's Down Special would protect her well for using this move, but it will actually take until frame 10 of the animation for her to be facing far enough behind her for it to block attacks aimed at her from the direction she's attacking. This isn't to say its a terrible idea to armor through attacks and hit with this because the power is enormous. Like with many other attacks that swing her cannon, the handle deals a weaker hit, but its still 11% and acceptable knockback that KOs diagonally upwards at 190%, so its not the worst thing to hit with.
Aurelia isn't really a big fan of having opponents behind her in the air, and this move is a big part of why. Its plenty strong, and hell it cracks the opponent's shield as much as Forward Smash, but the lag is downright inexcusable, so if Aurelia gets crossed up and you end up forced to rely on this against an opponent behind you in the air, its going to be a rough time. The shield alleviates the problem somewhat, but it does emphasize that your hard light barrier really is not as good at protecting you from the back. The landing lag on this move is also pretty terrible, so don't expect to cheese it through that. Despite my emphasizing the downsides of this move, though, it is often a powerful option. Its the easiest way you have to activate your ground cracks from the air, and at 18% damage the results you'll get are pretty solid. The power is great and while frame 10 is worse than the usual, you can still armor through a foe's attack and hit them really hard in return with good prediction. The range is good as is the standard for Aurelia and by comparison to a lot of her up close options, hitting the sourspot really isn't all that bad.
You can expend a crystal on this move, which will help cover its weaknesses a bit. Fire will shoot out a jet of fire from the end of the hitbox as it swings, and it will continue to linger well into the end lag after it swings, dealing rapid hits of 2% that can easily add up to 14%-18% if you drag the foe through enough of them. The final hit deals weak knockback that won't really combo into anything or kill at a relevant time, but it'll give you a little space and, as mentioned, its covering the end lag anyway to make this move noticeably harder to punish. As a side note, given this is a flamethrower hitbox and doesn't fire an explosion or slam into the opponent, this hit does not apply shatter to opponents or shields.
Earth causes spikes to form at the ends of the barrels, increasing the attacks range with a new hitbox at the end that deals 15% and knockback that KOs at 140%, These spikes will shatter at the end of the swing, creating a hitbox that deals a multihit that adds up to 21% if it connects, though the hitbox that causes the multihit will only be out for an instant. This actually can, very situationally, combo given the multihit will trap them longer than the fire if it actually connects due to its higher hitstun, but it doesn't cover the end lag quite as nicely. In exchange, it does give the attack even more reach and the explosion of debris at the end can actually inflict a shatter effect on the foe.
Gravity is interesting as it will cause the barrels to glow with gravitational force, using the power of the gravity dust to actually increase Aurelia's swing speed as the gun basically pulls itself along. This decreases the starting lag, puts Aurelia in a position where the Down Special shield is protecting her on frame 7 rather than frame 10, and even slightly increases the damage and knockback, boosting it to deal 20% and KO at 100% for another shatter option. This turns the Bair into something the opponent needs to fear and respect a lot more speed-wise when Aurelia has a gravity crystal loaded, arguably the strongest option of the entire bunch. That said, it suffers from a critical problem as Aurelia will be kind of thrown off by the gravity boosted swing and suffer even greater end lag, so its a bit of a tradeoff where while it makes the move more practical to hit, you are going to suffer if you whiff. Use with caution, but it does make all the move's strengths that much more powerful.
Up Aerial - Spread Fire
Splitting the gun into two equal halves and attaching one to each arm, Aurelia has her guns spread into a fan shape around her as she angles her gaze upwards. The six barrels point out directly in front of and behind her, as well as 35 degrees, 70 degrees, 110 degrees, and 145 degrees above her. She then fires from all of them at once, creating 6 flares around her that intersect just enough to completely cover the entire arc above her. This is a pretty laggy move, but since the gun flares go out a decent distance to begin with this move covers a downright massive area for an aerial. The majority of this hitbox deals 12% and radial knockback capable of KOing at 175%, with the guns up close only deal 8% and radial knockback that KOs at 230%, though that's still functional. The high lag is compensated for by the Down Special barrier to a degree, but that said the move's slowness definitely prevents Aurelia's juggling from being as strong as it could be if she had an overhead juggling option that was actually fast in the air.
This move actually has an interesting sweetspot, existing between the flares from her guns as they intersect. Due to the two highest pointed guns being spread the furthest apart, they don't have this hitbox, but there are 4 small ones at the edge of the range indicated by a slightly more vibrantly yellow glow than rest of the gun flare. If you hit opponents with these, which requires rather specific spacing, this actually deals 18% and radial knockback that KOs at 110%, which considering its on an aerial will probably kill much sooner than 110%. Despite four of these hitboxes existing, none of them are easy to land and require fairly specific spacing to do so. This is most easily pulled off with some bullet hell going on at the same time, which Aurelia has a couple ways to do but are generally situational. However if you launched yourself up after a Down Smash with gravity Up Tilt and whiffed it, you could just go for this sweetspot on a second attempt. Or you could just use the lingering hitboxes from Forward Tilt even if that sacrifices some of the KO potential by being close to the ground.
This move actually does cover behind you, which is nice, but suffers the exact same problem Bair does in a cross up situation where its not fast enough to outspeed what the opponent is doing.. Sure, the top of your body is armored, but if the opponent is attacking from below that's not going to help much, so if anything its actually even worse for coverage there. That said, its at least a second attack to mix things up with, so having an opponent behind you in the air is a less miserable experience. On the shields, this will crack whatever portion of the shield the arc of gunfire hits, which can potentially be a very sizeable chunk of it, but this move isn't too great to have shielded if they only shield a small edge of it especially considering the foe could easily punish you for it.
You can press B to use up your most recent crystal on this move, but the results are less fancy than many moves in the set. Fire simply adds 2% to the gun barrel hitbox, 3% to the main hitbox, and 4% to the sweetspots, with a proportional knockback increase to make this fantastic at KOing on the sweetspot and quite good at it high in the air even with the majority of the hitbox. Earth adds 4% across the board but actually decreases the knockback on all but the gun hit, which can situationally be decent for setting up Up Smash if you're near the ground or possibly a Fair chain at lower percents. The gravity dust will only increase knockback and not damage, but will instead add a suction windbox in the air during the startup that will pull opponents specifically towards the sweetspots, making them somewhat easier to land. Opponents can still influence their aerial movement around it among other things but it does make it slightly easier to pull off on the whole. None of these options are as potentially powerful as many of the other things Aurelia can do with dust crystals, but frequently they'll help you kill or combo out of this move in ways you couldn't before, which is a perfectly fine thing to spend crystals on in the moment rather than hoping a better opportunity will come that you end up wasting anyway.
Down Aerial - Drive-by
Aurelia points her gun up and behind her as she actually climbs onto it to ride it like some kind of extremely shoddy and illegal vehicle, before firing a flare from behind it to send her rocketing down and forward. This is a similar Down Aerial to ones like Sonic or the Belmonts in terms of angle, going mostly downwards but angled about 25 degrees forward. This deals 16% and a strong spike right as it comes out, but drops to 12% and mostly upwards knockback that KOs at 200% after that as she falls up to 2.5 Ganondorf heights. The start lag is actually not too bad on this move, given its a stall then fall that you have to commit too, and while the landing lag is quite bad by Ultimate standards it won't get you obliterated by a laggy smash attack or anything. As a nice bonus, the Down Special barrier's super armor will last through the entire travel distance of this move, making it pretty scary in combination with that move. This is also pretty nice with the gravity version of Up Tilt, as it gives you an option for if the gravity blast didn't launch them quite high enough to combo into the main kick that's also pretty hard to deal with if you have the barrier up. On collision with an opponent, this cracks an arc covering about 1/3rd of the entire shield at the point of impact, making it a pretty strong shield cracking move.
As you've probably come to expect by now on moves that use her gun, Aurelia can expend her dust crystals to power this move up some. Given its a long duration move like Side Special, she can actually use it during the move too, which has a purpose we'll get too, though she can only expend one dust crystal on this move. Using a fire crystal will accelerate her fall to go 1.5x as fast and travel 1.5x as far down, making it more liable to suicide off the edge if you're playing stupid which I really hope you aren't. This does make it so the whole descent spikes and deals 16% like the start, and the very start of the move deals 21% and a spike outright stronger than Ganondorf's dair, but not by much. If you use the fire crystal at any point during the flight it will briefly activate the 21% hitbox for a couple frames, allowing you to surprise the foe with that hitbox if you have the fire hitbox on hand... though you do have 8 frames before it happens where flames begin to shoot out of the engine so opponents will see it coming.
The most interesting time to activate this is when you're right above the ground, because if the 21% hitbox would collide with the earth, Aurelia will slightly push down on the gun to instead have it launch her back upwards with the force of the explosion. This sends her forward at a fairly low angle, 30 degrees above the ground, and forward about 4.5 units. This does decrease the power of the hitbox at this point to only 10% and decent diagonal knockback that KOs at 220% on contact, but you don't lose the Down Special super armor and it gives a good variety of mobility options, especially since she can cancel out into another aerial after the first 1.5 units of distance traveled with very little lag. What's notable about this is Aurelia can potentially just smash into cracked ground and have a stream of debris flying right above her. This effectively creates a sort of bullet hell scenario where you are part of the bullet hell, creating a ton of pressure on the opponent, though admittedly specifically going for a crack with this makes it pretty predictable what approach you're going for. Doesn't matter if they end up in the way of it though, as its so much pressure to react too at once you'll probably get a combo or a big hit out of it. As a final note, the 21% hitbox does have the side benefit of shattering the foe, so being able to pull it out suddenly in mid fall is surprisingly useful over the stage for reasons beyond just its base damage.
The earth variant is, on the whole, less directly powerful than the fire variant, only dealing 14% and now diagonal knockback that KOs at 165% during the accelerated fall and 18% and a spike slightly weaker than Ganondorf's dair when it comes out. You will only fall a tiny bit further and faster than if you didn't use this move. You can still use it to kick off the ground like the fire version, but she'll only travel at a shallow 15 degree angle above it and only for 3 units forward with a weak hitbox that only deals 7% and underwhelming diagonal knockback that is at least okay for combos if you're at the cancel period, which is the same as with the fire version. That said, this offers a couple unique features the fire version does not. For one, unlike the usual bad landing lag of the other variants, the ground will slightly bounce Aurelia off it if she hits it with this version, giving this move actually pretty good landing lag as she's easily able to get back into fighting stance, allowing you to follow up nicely on any spikes you performed earlier. More importantly, it causes the ground to shake if you choose to bounce off it, creating an instantaneous earthshaking hitbox across nearly a battlefield platform in both directions from the impact point that deals 10% and pops the opponent upward, possibly into Aurelia's flight path. If you have all this pressure going at once, landing Uair's sweetspot or the Bair in general becomes a lot easier.
The gravity variant causes Aurelia to hold onto the weapon much more tightly when she activates it, which is justified because it will send her absolutely rocketing down when you use it. This increases the starting lag of the move if used before hand as the gravitational energy flares out of the bottom of the gun rather dramatically before absolutely blasting Aurelia downwards, now going a whopping 10 Ganondorf heights of distance at about twice the usual descent speed. It won't straight up teleport her to the ground, but its close. For the entire descent, contact with Aurelia deals the same 21% hitbox that the fire version does when it comes out, except at the start where it deals a horrifying 32% and a spike that vastly exceeds the power of Ganondorf's Dair. Obviously, no matter what if that hits the opponent off stage they will die, but considering the angle is altered to only 10 degrees forward its likely Aurelia will as well. Also as a side note, the landing lag on this move is horrendous, you actually will just get punished with a smash attack if you mess it up.
While tricky to pull off due to the much more awkward timing, using this just above the ground will result in Aurelia flying up way into the air at a 60 degree angle, dealing 15% and upwards knockback that KOs at 130%. Given she'll be free to move as she pleases once she reaches the max height, 6 units up, this can serve as something of a more extreme version of the gravity Up Tilt. Aurelia can only cancel out of it after 3 units and takes a bit more lag to do so than the other variants. In exchange, doing that over a crack creates a very powerful and long ranged stream of debris, which Aurelia can play off as she usually would with this move, except having a fewer options to follow it up with in exchange for more powerful debris. Regardless, the gravity version of the Dair is a very high risk, high reward variant of this move that can very frequently lead into kills or massive damage, but just as easily be a death sentence.
If she does somehow kill with the gravity boosted Dair, Aurelia will excitedly comment on it. She has a 50/50 chance of saying "I can't believe that worked!" or "Oh man, I should do that again!". This works on killing with any part of it, including a blast of debris from hitting the ground with it.
Grab Game
Grab - Offhand
Reaching forward with one hand while holding her gun up with the other, Aurelia tries to grab the opponent. She is, to put it bluntly, not much of a grappler and as such her actual grab is very poor. Think Smash 4 Ganondorf's grab, except its got the problem of being slightly slower like Incineroar's grab. Aurelia is a lot better against shields than most characters due to her shattering mechanic, so using grab as an anti-shield option is something she needs less than most characters, which is good because her grab is absolutely terrible. Fortunately, her dash grab at least has better reach even if the "slower than usual" problem isn't fixed, and if you do pull off the grab you'll find her throws are surprisingly good, and worth the pain of trying to pull them off.
Pummel - Knee and Smash
Similar to many of the Fire Emblem swordsman grabs, Aurelia just hits the opponent with her knee for 1% in a fast pummel, though not fast enough that she comes out with above average damage for a pummel. If you're willing to hold down A, however, Aurelia will grab her gun and smash it into the opponent for 7% per pummel at an incredibly slow rate. It takes a bit to get down how to use these to maximize damage at different percents, the slower pummel will not even work at super low percents and you need to know how many of them you can get in compared to fast pummels, but if you figure it out her pummel damage is quite high.
A rare easter egg that will sometimes come up is that if you use gun smash pummel on a character who is particularly obnoxious or evil, she'll yell "That's what you get!" in a downright furious tone about 10% of the time if she's over 100%. She's not the best at keeping her temper under control under that kind of mental pressure. For the record, if we're talking characters in Smash, the Duck Hunt Dog and Sonic count for "particularly obnoxious".
Down Throw - Break Their Legs
Aurelia drops the foe down onto the ground in front her, then stomps down with her foot on their legs as hard she can, dealing 11% and weak diagonal knockback that'll eventually scale to kill at 280%. This isn't much of a kill throw, rather being a combo throw as the knockback at early percents is quite small, and Aurelia has almost no end lag coming off this throw so its very easy to combo out of. Its good enough that you can straight up land Up Tilt out of it for a decent range of percents, which given Up Tilt's lag is not a particularly normal thing to accomplish. Once this does scale to a point it knocks opponents a ways away, around 80%, the ridiculously low end lag is still quite nice because it means Aurelia can take advantage of her positioning advantage due to her advantage at a range and huge frame advantage, and possibly even pull off a Down Smash out of this under optimal circumstances. All in all its a very nice combo throw, gated off like her other strong throws are by her abysmal grab.
You can actually press B during this move, which might confuse you at first since she doesn't use her gun during it, but there's a bit of a twist here. Rather than expending ammo to power up the move, Aurelia will instead change the nature of the throw, pressing her other foot against the opponent's torso to hold them in place as she doesn't stomp on the foe's legs quite as viciously. This deals an initial 2% to the opponent, and holds htem still for the rest of the animation. She abuses this moment of both having her hands free and the opponent pinned to actually load a crystal into her gun, which you can select the same way you would in Neutral Special. Getting space to load bullets is something Aurelia has a few options to do, but even then its not exactly a free opportunity especially if the foe has their own projectiles. Getting to do it with no chance of getting interrupted is fantastic.
Unfortunately, this does cost the throw, as Aurelia will have to jump backwards off the foe instead of just smashing their legs for a much weaker hit, only deal them 5% and popping them up a tiny bit into the air. Aurelia has actual end lag on this version of the throw, so this will usually end with the foe and Aurelia in neutral with each other. At the very least, it leaves them at a distance Aurelia is comfortable with as she hops backwards a bit, and you really shouldn't expect more than that out of a throw that gives you a free dust crystal. But basically, this throw lets you pick between short term and long term effectiveness, and both options are quite strong considering how much dust crystals improve your attacks.
As an aside, if you press B with your ammo completely full, Aurelia will notice, get a wide grin on her face that can only be seen if you zoom in the camera, and stomp down on the opponent at full force anyway, so you don't accidentally use the worse version of this move if you're full on ammo.
Forward Throw - Cannon Trap
Splitting into segments again, Aurelia's cannon actually latches onto the opponent, gripping them between the barrels as its shape is changed to hold onto them with the six of them. She then has the guns rapidly fire flares into the opponent's body, adding up a rapid multi-hit that totals to 12% before a final blast that slides the opponent away for another 2%. This sends them sliding 4 units away on the final hit and puts Aurelia at minor frame advantage at that, so as far as spacing throws go, its pretty strong. While it puts the foe outside Aurelia's optimized melee range, she can still go for a Down Smash or close the gap just enough to take advantage of her ideal range, its vastly preferable to having the opponent up close. The base damage is also very good, up there with the best in the game for throws even if it can't quite match the 16% of K. Rool's Up Throw.
If you want to push this move's power even further, you can invest a dust crystal in it, which universally buffs the damage by 4% regardless of crystal to give it higher damage than any throw in Smash Ultimate, albeit at a non-trivial cost. However, this will also apply an additional effect on the foe depending on which kind of dust crystal is used. For fire, it will leave the opponent's body scorched, as is indicated by steam coming off of them for 4 seconds. This means attacks in that period will deal 1.2x damage to the opponent, though with no knockback increase. This makes it much, much easier to shatter opponents all of a sudden, as a lot of Aurelia's attacks sit near the 20% threshold but don't cross it. This will boost them just enough to get shatter effects. If the foe is already shattered, well that just means any combos you manage in that time will result in a massive amount of damage and refreshing it will be very easy with a 1.38x damage multiplier on all your moves.
Rocks will instead result in bits of debris clinging to the opponent, not inhibitting them directly in any way and will fall off after 5 seconds. These debris have 25 stamina, depleting as Aurelia attacks the person they're clinging too, but they won't drop below 1 health unless hit by an individual hit that deals 13% or more. In that case, they will shatter on the opponent, adding 8% before the attack's damage is dealt, and then multiplying the knockback of the attack by 1.2x. For the record, this more or less just means the KO percent is dropped by an an additional 8% after where it would be with the 1.2x multiplier, or gets you a nice 8% tacked on to the big hit, but this won't contribute to any kind of shattering unfortunately. If you can deplete this in the short time you have and land an individual big hit, the result is that Aurelia can net another kind of early KO, but this isn't trivial to pull off. Very worth it if you do, however.
If you apply the gravity effect, well what do you know, you get the same fall speed decrease you get out of the gravitational version of Side B. This is a very powerful effect for juggles and lasts for 5 seconds in this case... but there's a couple problems. The first is that you have to land Aurelia's terrible grab to get this move, and two, it doesn't actually immediately put the foe into the air. You're going to have to start the juggle after applying the effect rather than starting with them in the air and with the effect on them. The results are very powerful if you CAN start a juggle though, so don't dismiss this as an option.
Back Throw - Obliterate
Aurelia throws the opponent lightly over her shoulder before slamming them into the ground with her gun, and then firing a flare right into their body as the gun smashes them against the floor. This deals 13% and knockback nearly as strong as Ness' incredibly powerful Back Throw, KOing at 133% with scaling diagonal knockback that allows it to kill even from an inopportune position on the stage earlier than you'd expect. An excellent KO throw, you really don't need dust crystals to make it good at what it does. But of course, if you do want to commit to going for dust crystals, you obviously can to make this move even stronger. For the record, this deals the same 13% to people outside the throw, making it useful for hitting ground cracks and in modes with more than 2 people involved. Small warning, this throw has pretty high end lag, so following it up is a bit harder than you'd hope for even with Aurelia's good long range options.
Fire dust will boost the damage to 16% and the knockback will KO a tiny bit earlier from center stage, killing foes at 130%. The knockback is shifted to be a bit more oriented towards base knockback than scaling knockback, so using it from the opposite end of the stage is not great, but if you actually land the grab near the edge, the opponent will die earlier than from any other variation of this move, around 80%. Killing at 80% is insane for a throw, but just keep in the back of your mind that probably the easiest way to land grab is a fakeout on shield with your dash attack, which is the kind of positioning that will not end with you having your back to the ledge very often. That said, if you do manage to land this throw at that position, its fantastic, and even below kill percentages you can at least go for an edgeguard of some variety.
Earth dust doesn't boost the knockback of this attack, rather disappointing from a KO throw, but what it does do is add a whopping 10% to this move. This just means you get a shatter out of a throw, so if you're not aiming to kill with this at the moment 23% and a shatter out of a throw is a great consolation prize. Gravity is similarly straightforward, just buffing the damage to 15% and the KO percent to 105%, which is better than even Incineroar's amazing Back Throw given that number is from center stage! Unlike the fire version, this isn't quite as situational to which ledge your facing since the knockback is even more scaling oriented, so having a gravity crystal loaded is frequently the way to go if you're going to try to grab.
As a final note, foes are superarmored during throws, and this throw does deal damage to the ground, so before the opponent flies off they'll take addtional damage from an explosion of cracked ground if you hit them over that. This lets the move KO even sooner given whatever damage that does will be subtracted, and it means if you don't KO with this move you'll get a pretty ridicuous amount of damage for a throw off it instead. That said, landing Aurelia's grab specifically above cracked ground is not easy, but maybe if you zone the opponent to it while using your more punishable on shield moves you can pull it off.
Up Throw - Cannon-Propelled Suplex
Aurelia wraps her arms under the opponent's limbs, or at least the closest thing they have to limbs, and has her gun disassemble into barrels around her pointed downwards in a circle formation clinging to her body. She then launches herself into the air by having them fire downwards into a flying suplex somewhat similar to Kirby's Up Throw, flying up 2.25 Ganondorf heights into the air as she reverts her gun into its basic state in mid air as she presses it against the foe, before crashing back down to earth with it pointed right at them. As the gun smashes them into the ground, they take 13% and upwards knockback that KOs at 140%, a bit worse at killing than Back Throw but providing almost entirely vertical knockback. There's a lot, as has been mentioned numerous times in the set, that Aurelia can pull on a foe launched way up, from juggles to just intercepting them with an earth-based Up Smash. Also sometimes the diagonal knockback of Back Throw will KO a little later than this, especially on platforms, so its not like this throw is entirely outclassed as a KO move either. As a final note, you can actually move Aurelia a bit left and right during this move, though if you end up off stage because of this, you'll just release the foe when you fall back down 2.75 Ganondorf heights from the peak in frame neutral, putting you both a little below the height of the stage.
As with all your gun-using throws, you can load crystals into this to make it more powerful by pressing B. If you use fire, you'll just cause the flames to scorch the opponent as you go up, dealing 6% additional damage, not quite enough to go for a shatter but still giving you more damage if you're leading into throws with this. While the scorch doesn't directly contribute to the knockback, it does mean the foe's percent is 6% higher when it happens, letting this kill 6% earlier than it usually would in circumstances where that's relevant. If the move uses an earth crystal, it will spray shards of earth on the ground that won't hit the foe, not at first. But when Aurelia slams them back down, the earth shards will still be there, so if you didn't move the foe the maximum distance to the left or right, they'll get smashed into the earth shards, upping the damage to 17% and having the knockback KO off the top at 110%. This is not far off with the gravity Back Throw KOs, and is definitely your scariest KO throw with an earth crystal equipped.
Gravity will cause Aurelia to fly up 3.5 Ganondorf heights instead of the usual 2.25 as the gravity propels her up further, before crashing back down for 15% and upwards knockback that KOs at 125%. Because Aurelia flew up higher, it takes her longer to land, meaning you can influence this move considerably further left and right. This is partially useful because of your ground cracks, because Aurelia slamming the victim down on them actually deals a whopping 20% and knockback that KOs at 100% to outsiders out of this variant and 16% and knockback that KOs at 130% out of the others. This means you're getting a lot of bonus damage from dropping the foe over cracked ground, and with the increased ability to move left and right(about 2.5 units at max as opposed to 1.5), its easier to actually make sure you collide with cracked ground with this, though this in general is the best throw to try to use cracked ground with under normal circumstances.
If you fall off stage in the gravity version, Aurelia will end up 4.5 Ganondorf heights below the peak of her launch before releasing the foe in frame neutral. If you are going to use that to lead into a gimp, its generally recommended you be pretty heavily loaded up on crystals to ensure your melee game works to its optimal potential. The ability to influence left and right with the gravity version means its a great lead into this kind of gimping if you are heavily stocked up on ammo, though any variant of the move will still work, even if you're losing out of what makes the earth version good if you go for that.
Final Smash - Midas Storm
A brilliant light shines from Aurelia's cannon as she jumps up high into the air, levitating in place at a height above the stage and in a manner similar to Lucario's Final Smash. She then fires 5 beams in rapid succession, their paths able to be controlled for the first 8 frames of their existence however you want before it keeps flying in the direction its currently going and you switch to the next beam in sequence. These beams have a texture similar to that of liquid gold, and turn whatever they touch to gold on contact. Foes are stuck as gold until a full second after the final smash ends, functioning in terms of how the stun works identically to a pitfall in that they cannot be budged during the duration except by especially strong attacks, though if hit in the air it will cause the foe to drop to the ground at their fall speed in this state. Ground hit by this attack is also turned to a patch of gold about 2 units wide, which causes an ice-like traction effect for everyone except Aurelia. Being turned to gold deals 20%.
The beams of gold will reflect off anything turned to gold, be it opponents or the stage, so actually dodging this move is pretty hellish, so if Aurelia's gun is heavily loaded before the Final Smash they better be ready to kiss their stock goodbye if they don't pull off some pretty impressive dodges. The golden parts of the stage will actually stick around after this Final Smash, and function similarly to cracked ground in that you can hit them to create a shower of gold coins similar to the debris from hitting a crack. The golden ground will go away after one hit, but you do get up to five instances of it rather than the usual one. The ground will revert to normal after 10 seconds.
Extras
Up Taunt - Mockery
Aurelia simply leans on her gun and mockingly gestures in front of her, saying "At least have some self-respect", emphasizing the "some" a bit. This is the taunt you use when you're actually aiming to, you know, infuriate the opponent specifically.
Side Taunt - (Terrible) Gun Safety
Aurelia decides to just check the dust holder of the gun, checking to make sure she's cleaned it at any point recently. Sure enough, a cloud of soot comes out and briefly gets on her as she slams it back shut, muttering "Trace probably wouldn't like that" as she quickly becomes aware that she's not been cleaning the thing very well between battles. If Trace does happen to be in the match, Aurelia will panic slightly instead as she says "I swear that was the only soot in there!"
Down Taunt - Music Practice
Utliizing the less common instrumental function of her weapon, Aurelia sits down and arranges it into an actual mini-pipe organ. She'll play a few different pipe organ songs on this, chosen at random from a selection most of the time. There are specific situations where certain songs are guarunteed to play though, such as in a 1v1 or on a team with Ganondorf triggering
this. Aurelia will only play the first few notes normally, but will keep going if you hold the taunt down, potentially overriding the background music if you let her play for more than 10 seconds.
If in a match where the only other characters are members of Team ARTS, she'll be willing to try piano tunes instead of straight up organ music, modifying her organ into a somewhat less imposing size and shape. She'll occasionally sing along quietly to herself to some of the songs she played if they happen to have lyrics, though she'll sometimes end up getting a word wrong and choosing to be quiet from there on out.
Win Pose 1 - Kicking Back
Aurelia drops her gun down on the ground and sits down on it, kicking her legs out to relax a bit. She looks pretty satisfied with her win, getting some well-earned rest now.
Win Pose 2 - A Stylish Victory
Aurelia has the ring of guns around her reassemble back into her weapon as she slings it behind her back and flips her hair dramatically, giving a somewhat smug look to the audience.
Win Pose 3 - Team Celebration
Aurelia stumbles out onto the results screen looking downright exhausted, only to find a hand clamp down on her shoulder. She quickly notices Rime standing next to her, checking to see if she's alright. Its enough to make Aurelia give her a smile back and let herself into a somewhat relaxed posture.
Alternate Costume 1 - Pajamas
Switching to a somehow even less practical combat outfit, Aurelia instead wears a t-shirt and grey sweatpants for this costume, as well as just going around barefoot. Her hair is somewhat messier and more tangled in this outfit, like she just got out of bed. Her t-shirt has
Pumpkin Pete, a comical cereal mascot, displayed right on it, which she wears with pride because as far as Aurelia is concerned, absolutely no one looks cool in their sleepwear.
Alternate Costume 2 - Post-Beacon
Aurelia ditches her robe and gold trimmings for a leather jacket and long black pants, switching to an entirely black color scheme rather than including the gold. She's also switched to combat boots instead of her impractical dress shoes. Given that after the events that take place in Beacon she has no desire to interact with Auric anymore, she's pretty quick to dismiss his heavy use of gold from her outfit. She also thinks this makes her look cool, especially given she choose to wear sunglasses with it, but the jury's still out on that one.
Classic Mode - Mafia Raid
With a new outlook on life, its time to bring the Mafia you grew up in to justice. Take down the Mafia and its sponsors.
Round 1: Vs Pinstripe
Round 2: Vs Balrog
Round 3: Vs Ghostface (Hired Assassins)
Round 4: Vs Washizu and Okumura (Corporate Sponsors)
Round 5: Vs Giant Polpo, Rime as an allied CPU to the player
Round 6: Vs Don Thousand (get it his name has Don in it), Rime as an allied CPU to the player
Bonus Stage
Boss: Auric Midam
Aurelia's father appears as her classic mode boss, standing at about Ganondorf's size and having an appearance fairly similar to
Targa, albeit with blonde hair to match Aurelia's own. Fought in a massive vault of gold, it is represented as a flat pile as wide as Final Destination that slopes downwards at the edges into the abyss. As his semblance causes him to become more powerful in the presence of gold(his reason for obsessively hording it), Auric is powerful enough to serve as a boss here. He has below average health for a boss to make up for him being a smaller and faster target than most boss fights in the game. When he is stuck in a "downed" state like most bosses in Ultimate have when you take them to about half health, his golden aura flickers on his body as he falls on his knees and clutches his head in pain.
Fighting entirely unarmed due to not needing a weapon, Auric has a couple flashy punch and kick animations as his golden aura flares up around him as his basic attacks that are done in such a way they send him sliding between half a battlefield platform and a full platform forward. These come out fairly fast and he tends to do them in rapid succession until he's missed twice in a row or he has reached the opposite end of the stage. He has a couple more telegraphed attacks as well, one where he dives into the gold and it will shift around visibly as he moves rapidly underground before he flies up in a spinning uppercut, an explosion of gold bars and coins flying out around him. Hitting with the actual uppercut or point blank with the coin explosion is going to hurt a lot, while getting hit by a few stray gold bars and coins will hurt considerably less. He will also perform a similar animation to Ganondorf's Up Tilt with even more lag than the slow Smash 4 and Brawl versions, but with a much stronger windbox and higher damage that will create a noticeably bigger explosion of gold. This is, however, not that hard to avoid given how telegraphed it is, but while Smash Ultimate bosses don't usually kill all that early, this will actually kill in the 60%-70% range even on a more modest 7.5 difficulty, let alone if you crank it up to 9.9(World of Light has too many variables for me to account for here, we're not worrying about that now).
The gold Auric sends flying into the air will take a bit to come down, providing him with a lingering hitbox, but there's two more things to worry about in Auric's fight. The first is how he reacts to flying gold, actually able to jump to it and ricochet his body off it to launch himself through the air. If you end up between a large number of pieces of gold, Auric becomes a nightmare to dodge as he will just launch himself rapidly between them to pile on damage, catching out rolls/dodges and wrecking shields from the number of hits. Auric can also toss a pile of gold into the air or throw out pieces of it as projectiles to provide himself with more fodder to ricochet off, a tactic he becomes quite fond of his as his health drops lower.
As a final note, huge thanks to Jamie, Froy, and US for allowing me to bounce ideas off you guys while making this set. I wouldn't have been able to finish it without you guys.