Okay, I finished it.
(This is my first entry.)
Try not to get in his way. Kuro(u)do(u) Akabane has joined the fray.
Backstory (from Wikipedia, yet again, with a small addition):
Kuroudou "Dr. Jackal" Akabane works as a "Transporter" ("hakobiya" in Japanese), a person paid to escort things to a certain location. With his formal attire, consisting of a dress shirt, black tie, fedora hat and suit coat, polite manners and ever-present smile, he could be mistaken for a harmless person. But for those who have even remotely heard of his name, it is known that Dr. Jackal is possibly the most "evil" Transporter ever to play his trade. Entertainment, not money, is his main goal; he is mainly a hedonist and the jobs he takes are chosen exclusively for his own amusement. He likes to decapitate his enemies while engaging them in battle. His
other habit is to cut up anything between him and his goal using 108 scalpels housed in his body, whether man or beast.
Overview
Akabane is quick. From his attacks to his movements and even his taunts, Dr. Jackal has nigh unrivaled speed in the field of combat. This means that he could have massive comboing potential if used well. But with strengths come weaknesses, and Akabane has two big ones. His normal attack range is quite limited, as scalpels aren't as long as swords. Also, his vertical recovery is about as impressive as Donkey Kong's, which is not very. Using Akabane requires the courage to get up close and personal to deal massive damage, as well as maintaining a good enough defense to stay level.
Power: 2.5. Akabane's not a very powerful person in that respect.
Speed (movement): 4.5. His running speed is slightly higher than Captain Falcon's, and his aerial horizontal speed is nothing to sneeze at.
Speed (attack): 5. Virtually all of his normal moves have little to no lag.
Size: 3. His build is comparable to Marth's. A bit skinnier and a tad taller.
Weight: 2.5. Naturally, the quickest ones are among the lightest.
Jump: 2. Wonky recovery and generally underwhelming jumping height.
Range: 2.5. Scalpels don't extend his range by much. Projectiles take time and patience to hit with.
Traction: 4.5. Being quick without good footing wouldn't work at all.
(all values out of a possible 5)
Pros
+
Most of Akabane's attacks have little to no lag.
+
Fantastic running and aerial movement speeds. Also has pretty quick dodges.
+
Bloody Hurricane has the potential to deal massive damage if used correctly.
+
Has a spamable diagonal spike when on the ground, which can be good for edgeguarding.
+
Low jumping height allows him to easily spam low-lag aerials near the ground.
Cons
-
Vertical recovery is horrendous. Akabane can't grasp ledges in the middle of a Bloody Hurricane, only when he's about to fire or immediately afterwards.
-
Because of a low jumping height, aerial combos, though possible, are rare.
-
Lacks a reliable kill move. His Forward Smash's trajectory is only useful against a handful of characters, is laggy, and
generally won't KO anyone under 110%.
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Standard/Tilt Attacks
Basic (held): Scalpel Spiral. Akabane holds out his arm and a swirling mass of scalpels encircles it, dealing multiple hits. Has more range than most of his other normal attacks. The final hit will always have pretty good knockback. 2% a hit.
U-Tilt: Ascension Stab. Akabane holds up his arm, pointing his index and middle fingers to the sky, as two scalpels quickly pop out of his sleeve and retreat to poke foes. Tapping the button keeps his arm extended and brings back the scalpels. Low knockback, so good for juggles. 7%.
F-Tilt: Infinite Cut. Akabane slashes twice in front of him at blinding speed in a kind of “infinity” motion. Highly spammable. This one also has low knockback. 3%, 6%.
D-Tilt: Foot Surgery. Akabane sweeps his fist along the floor with 3 scalpels extended (lol Wolverine). About as fast as Donkey Kong's D-Tilt, and similarly makes opponents fall down. A light spike. 10%
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Smash Attacks
U-Smash: Revolution. Akabane performs a quick, weak upward slash with a scalpel, then follows up by spinning it above his head, along with 4 more. The first slash's knockback is always fixed, and the end of the spin has the most knockback. About as slow as Wolf's U-Smash. 4% initial slash; 3% a hit uncharged, 4% a hit fully charged; 5 hits max.
F-Smash: Surgical Precision. Akabane performs a quick gut punch with one scalpel extended. This makes the opponent keel over (Toon Link's-initial-F-Smash-at low-percents style, except all the time), where he follows up by forcefully propelling the same scalpel straight ahead to pierce the opponents face. The follow-up is performed by pressing the button again. Akabane's laggiest attack when complete, and a great kill move as it knocks enemies in a near-straight line. 5%, 16% uncharged; 5%, 19% fully charged.
D-Smash: Pinpoint Piercing. Akabane points diagonally downward with both hands, in opposite directions. Two scalpels, one from each hand, quickly protrude to the floor and back. His spammiest smash attack. A diagonal spike. 11% uncharged, 17% fully charged.
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Specials
Standard: Bloody Hurricane. Akabane summons a flurry of glowing red scalpels from his hand to encircle his entire body while he chuckles and grasps the brim of his hat. After a few seconds, he will fire all of the scalpels in any given direction. This is Akabane's only recovery move. After pressing the button, it is possible to move Akabane around a bit. Tapping the button will make the hurricane last longer, up to a maximum of 3 seconds. Firing the scalpels is done by holding a direction. Hitting an opponent with the entirety of the attack will yield a spectacular amount of damage. Low knockback throughout. 2% a hit during hurricane, 13 hits max; 1% a scalpel, 20 scalpels max.
Forward: Bloody Stream. Akabane unleashes a stream of 16 glowing red scalpels (2 rows of 8). He can control where the scalpels fly for up to 5 seconds before they return to him. The move is canceled by shielding, and the scalpels travel about as fast as Ness' PK Thunder, but they act like Lucas'. 1% a scalpel.
Up: Bloody Rain. Akabane unleashes a stream of 20 glowing red scalpels quickly into the air (after which he can move freely). After anywhere between 2 and 10 seconds, they will rain down on a random opponent (if more than 1). The unleashing part has medium knockback and very high priority, while the raining part has a bit less of both. The scalpels do not return if they hit a foe when ascending, only when descending. 1% a scalpel.
Down: Bloody Cross. Akabane simply holds out his palm in front of him for a bit. If that palm is attacked, the attacker receives a special cross-shaped cut before being sent flying. A counterattack. This is Akabane's strongest move in terms of knockback, but the knockback is fixed, as well as the damage. Very small window of opportunity. 18%.
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Aerials
U-Air: Triple Bypass. Akabane spins once with his hand raised. Three scalpels pop out quickly in succession to poke foes. Low knockback. 4% a scalpel.
F-Air: Flash Sever. Akabane swiftly swipes the air in front of him, scalpels in hand. Almost instantaneously, the opponent is slashed up to six times and knocked forward slightly on the final slash. Spammier than it sounds. Hitboxes are very close to Akabane. 2% a slash.
D-Air: Cycle Slice. Akabane sweeps the air beneath him with one hand, spinning a scalpel in the process. If done in succession, Akabane will sweep in the opposite direction. The final slice knocks foes straight in the opposite direction of the sweep. Rather small hitbox. 2% a slice, 7 slices max.
B-Air: Reverse Flash Sever. Akabane brings his hand behind his back quickly, scalpels in hand. Almost instantaneously...wait. Well, think Zelda's F-Air/B-Air. Same principle.
N-Air: Arc Kick. Akabane performs a brief kick with a slight arc directly in front of him. Hits when the foot comes down and when it stops moving, after which it gains “sex kick” properties. Akabane's laggiest aerial, with impressive knockback. 7% coming down, 8% stopping, 7% sex.
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Dash Attack: Open Heart. Akabane drives a scalpel right into the opponent's chest, then cuts. The initial stab increases his momentum more than Sheik's and briefly paralyzes foes; when he hits something/someone, he stops in his tracks. The cut has decent knockback. 3%, 7%.
Wake Up Attack: Incision. Akabane starts to get up, then vanishes for less than half a second to cut down opponents on both sides. He ends with a cool pose that makes him vulnerable for a very short amount of time. 6%.
Ledge Attacks
<100%: Old Scars. Akabane starts to simply get back on the stage, but suddenly rushes a good distance forward. When he stops, the air behind him is cut twice. 4% for each cut.
>100%: Claw. Akabane claws at the ledge Wolverine-style before slowly getting up. As you can see, the attacking speed is reversed in this case. 7%.
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Grabs and Throws
Grab: Akabane grabs the opponent with one hand, by the shoulder. To attack, he stabs the opponent in the midsection repeatedly. 2%.
U-Throw: Spinal Slash. Akabane pushes the opponent back, then suddenly appears behind him/her and uppercuts them with a scalpel in hand. High knockback, throw-wise. 10%.
F-Throw: Gastric Bypass. Akabane stabs the opponent in the midsection hard enough to knock them away. 8%.
D-Throw: Acupuncture. Akabane trips the opponent with his leg and pelts him/her with 5 scalpels. No knockback whatsoever. 4% for the trip, 5% for the scalpels.
B-Throw: Deceitful Kick. Akabane pushes the opponent back, then suddenly appears behind him/her and kicks them in the back with his turned. Knocks foes in a near-straight line, but not very far. 6%
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Taunts
Up Taunt: Akabane grasps the brim of his hat with his thumb, middle, and index fingers and either chuckles lightly and sadistically or says “Interesting” randomly.
Side Taunt: Akabane dusts off his coat sleeves one at a time.
Down Taunt: Akabane brings his left hand to the right side of his face quickly and exposes 4 scalpels in his knuckles. He turns halfway toward the camera when facing right. This taunt can be held.
Note: These taunts are can be canceled after 15 frames.
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Final Smash: Bloody Sword. Akabane brings his open right hand to his face, where his fingers wriggle and half-close. A lengthy, red, glowing sword of energy is created, meaning it's time to get serious. This transformation Final Smash lasts 12 seconds and evokes interesting changes in Akabane.
- His running and aerial movement speed increases, as does his power.
- His jumping height increases drastically.
- Aerial attacks change his momentum accordingly.
- While not invincible, Akabane will automatically evade attacks 90% of the time by DBZ-warping to another, higher location. If an attack manages to hit him, his hit-stun is reduced to single-digit frames. As an added bonus, he always lands on his feet.
- Virtually all of his attacks are upgraded.
- He lacks the ability to shield.
Attack changes are
below. Note that his taunts stay exactly the same.
Standard/Tilt Attacks
- Scalpel Spiral has extended range and increased knockback.
-
Ascension Stab becomes Redemption Stab. It is done with the sword and deals twice as much damage and knockback.
-
Infinite Cut becomes Eternal Cut. It is executed faster with the sword and deals twice as much damage and knockback.
-
Foot Surgery becomes Amputation. It is done with the sword and deals three times the damage.
Smash Attacks
-
Revolution becomes Celestial Cycle. Tapping the button will make the sword continue spinning. Much higher knockback than usual.
-
Surgical Precision becomes Lethal Injection. The initial stab remains the same, but the second stab is done with the sword, hard, for triple the damage and upward knockback.
-
Pinpoint Piercing becomes Double Amputation. This quick, 360-degree sweep deals twice the damage and no longer spikes.
Specials
- Akabane can use Bloody Hurricane indefinitely and with a wider radius of scalpels. His movement speed is drastically heightened.
- Bloody Stream travels much faster.
- Bloody Rain can be performed up to 4 times in a row. The time it takes for the scalpels to rain is decreased to 1-4 seconds. Knockback is slightly increased.
- Bloody Cross gains an added cut in the form of a red, glowing J that deals 22% damage and is a semi-OHKO. The window of opportunity is reduced to 6 frames.
Aerials
- Triple Bypass is done slightly faster with the sword. This is Akabane's least improved attack.
-
(Reverse) Flash Sever becomes (Reverse) Brutal Sever. These are two quick, hard slashes, one going up, the next coming down. The forward version brings Akabane to a near-horizontal position and causes him to spin into his slashes. The reverse version causes him to slash while turning around, then slashing again while facing the opponent. Both versions deal 15% a slash, with great knockback on the second.
-
Cycle Slice becomes Deadly Drill. Akabane performs a drill-styled slashing attack that spikes opponents and hits multiple times. 4% a hit, 10 hits max.
-
Arc Kick becomes Arc Slash. It is essentially the Arc Kick done with the sword. Twice the damage and knockback.
Ledge Attack
-
Old Scars becomes Dramatic Finish. After the rush, Akabane performs a samurai-style diagonal cut with the sword. This is his only ledge attack in this mode. Knocks foes on the floor. 20%.
Grabs and Throws
- Akabane's grab attack is done with the sword, with 5% a stab. Spinal Slash and Gastric Bypass are also done with the sword, with twice the damage and knockback.
-
Acupuncture becomes Execution. After tripping the opponent, Akabane drives his sword into the victim's chest, twisting it as he chuckles amusedly. No knockback; 25%.
-
Deceitful Kick becomes Traitorous Kill. The kick is replaced with a behind-the-back stab that deals twice the damage and knockback.
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Win Poses
#1: Akabane, grasping the brim of his hat and smiling, says, “That was entertaining. Let's do it again sometime, hmm?”
#2: Akabane rapidly slashes at the camera and turns his back to it, saying “I expected more.”
#3: Akabane stands facing the camera, scalpels extended in one hand. He then retracts them, says “At least you tried. Farewell.” and seemingly vanishes. (DBZ-warps FTW)
Misc. Animations
Dizzy: Akabane rubs his eyes with the sides of his index fingers and massages his temples.
Sleeping: Akabane sleeps while kneeling on one knee.
Curry: Akabane rapidly fans his mouth with one hand, stamping one foot.
Standing: Akabane stands facing forward with his body barely turned, smirking as if expecting something. He keeps his left hand in his coat pocket and his right hand steady. He breathes slowly. When idle, he will slowly adjust his hat and gloves.
Entrance: A large J, glowing orange then red, appears as if it's being cut into the air. Akabane steps out of it, lightly bows at the camera, and goes into standing animation as the J fades.
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Other
Kirby Hat: When Kirby swallows Akabane, he gains the black fedora hat.
Victory Theme: A sexified version of this section of the song "Yuragu Koto Nai Ai", with electric guitar replacing the lyrics.
(01:24-31)
Miscellaneous Abilities: Wall Jump, Wall Cling.
Alternate Colors (yeah, I know, they're not that good)
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Codec Conversation
Snake: Colonel, I don't trust this guy in the coat.
Colonel: I don't blame you, Snake. That's Kuroudou Akabane, or Dr. Jackal for short. He keeps 108 scalpels stashed under his skin for easy access.
Snake: That's...insane...
Colonel: He has a penchant for slicing up whatever obstacle stands in his path. His speed makes him more than formidable.
Snake: He's always smiling. He must really enjoy this kind of thing.
Colonel: Yes, he is a bit creepy.
Snake: Well, somebody's got to wipe that smile off his face. I've faced weirder. Much weirder.
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Well that was fun. No stages, items, subspace, or ATs this time around.