(Yes, my second moveset done. Two things that I feel I must mention. First, the reason all of the attack names are one word is to represent the simplicity of a child. Second, I was gonna do The Abandoned Village as a stage, but since I can't find a good picture...it'll have to wait, if it comes at all.)
They just blew in from Mistralis! Toku and Enril have joined the Brawl!
Backstory:
A long time ago, some stuff happened with this evil spirit named Balasar and the wind spirit Enril. Both were trapped, but the former got out and cursed the land of Mistralis. A shard of the latter seeks help to combat this threat, and comes across a young boy named Toku. And then a really fun, really short game commences. (This is highly paraphrased, if you couldn't tell. If you want a real backstory,
click this.)
Overview:
Having Enril the Wind Spirit on his side, Toku is the floatiest of the floaty and the push-backiest character around. Enril will follow the body part Toku is using to attack, and she'll create an appropriate current. Because of this, practically all of his attacks have a wind effect that pushes opponents away, some better than others. Despite this trait, Toku is only slightly heavier than Mr. Game & Watch and lacks power. I mean, he really lacks power. Playing Toku is all about spacing. (Just like the game! Kinda!)
Power: 1. I'm serious. He's. Freaking. Weak.
Speed (movement): 3.5. Kids are already slippery, but this kid has the wind on his side.
Speed (attack): 3. A good balance of fast and slow attacks.
Size: 1.5. Tiny little thing he is. Barely taller than Kirby.
Weight: 1.5. Yep. A tad bit heavier than Mr. Game & Watch.
Jump: 4.5. His above-average jump rank is due to the fact that he has 4 total, and is incredibly floaty. His recovery, however, prevents this rank from being perfect.
Range: 5. On the other hand...the wind extends pretty far. Disjointed hitboxes are to be expected.
Traction: 3. Standard fare.
(all values out of a possible 5)
Pros
+ Enril allows Toku to push foes back with virtually all of his attacks. Hello, gimping.
+ Relatively speedy.
+ Multiple jumps. He gets 3 more when he leaves the ground, thanks to Enril.
+ Gust and Vortex can be used to deflect solid items, and in the former's case, even move grounded ones.
+ Boulder is like Peach's Vegetable, except heavier and he can possibly heal himself.
Cons
- An extreme lack of power. The majority of Toku's moves do damage in the single digits.
- Toku can be spiked out of Slipstream without too much trouble.
- Very light. Almost Mr. Game & Watch's weight.
- In terms of physical knockback,
Boulder, when Vortexed, is Toku's only real kill move.
Neutral
+- Vortex, when used on an airborne opponent off the stage, can either relentlessly spike him/her or help them recover.
Miscellaneous Abilities: Glide; done with his Jumbrella Cape.
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Standard/Tilt Attacks
Basic: Push. Toku pushes the foe with all his might, knocking them to the ground if their damage is lower than 30%, and doing relatively small knockback otherwise. 4%.
U-Tilt: Reach. Toku reaches for the sky slowly with both hands, facing forward. Foes in front of him will be knocked up high with half the damage than if they made contact. Think Snake's dreaded U-Tilt, except less effing broken. 6%.
F-Tilt: Thrust. Toku thrusts one palm forward quickly. Makes foes keel over, and the wind pushes them back a good distance. 7%.
D-Tilt: Wipe. Toku sweeps the ground in front of him with his hand held vertical, attempting to “wipe” the foe's feet out from under him/her. The current stays for a bit after Toku finishes wiping, which (surprisingly) knocks foes upward. The actual wipe has a 25% chance of tripping. 8%.
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Smash Attacks
U-Smash: Tornado. Toku performs a spinning uppercut. He spins three times and is lifted a Green Shell's height off the ground by Enril. All of the knockback takes place at the third punch, with help from Enril, of course. About as fast as Dedede's U-Smash. 3%, 4%, 5% uncharged; 3%, 5%, 7% fully charged.
F-Smash: Breeze. Toku “cross-chops” the air in front of him, with Enril generating a useful breeze in the process. The breeze extends as far as Samus' Z-Air and the move is about as quick as Luigi's F-Smash, so it can keep an opponent at bay for at least a few seconds. The chop knocks opponents backwards, so it can be good for kills. 9% uncharged, 13% fully charged.
D-Smash: Whirlwind. Toku spins in place twice with his arms outstretched; after the second revolution, Toku gets a bit dizzy and almost trips, making him vulnerable. Enril creates wind on each side of Toku twice as he spins, but instead of it pushing foes away, it pulls foes in the opposite direction. The last hit decently knocks opponents away diagonally. 2% a hit uncharged, 3% a hit fully charged. 4 hits max.
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Specials
Standard: Gust. Toku unleashes Enril's might as a strong gust of wind. This attack is chargeable and aimable. After pressing the button and/or holding it, Enril becomes a cursor that can be moved in any direction. After about 3 seconds, a straight line of windy goodness is brought forth to where Enril is. The range is immense when used correctly, slightly larger than the attack radius of Din's Fire. Also, unlike other pushback attacks, this one does (very small) damage. It can also be used on items, like a reflector. When completed, Enril will snap back to Toku. 2%.
Forward: Vortex. Toku points in front of him, and Enril circles around the area to create a vortex. It lasts for one second and will ensnare foes for up to five while it's active. Toku can either leave the opponent to struggle, where anyone or anything can attack (knocking him/her away, mind you), or press the button to launch the foe in a random direction (or an evil combination of both). Impressive knockback. Fixed, but impressive. Oh, this can be used on items too. 8%.
Up: Slipstream. Toku spreads his Jumbrella Cape while Enril generates a gentle current of wind to carry him. Enril becomes an aimable cursor once more if the button is held, and lasts up to 3 seconds...once more. Non-damaging, though the currents affect opponents as well. Moves rather slow, so the maximum vertical distance is comparable to Snake's. (Except, you know, without the super armor.) Toku can attack out of this move, but can't use it again if he does.
Down: Boulder. Toku picks up a large rock from the ground. This simple, heavy rock can be quite versatile. It can be thrown for 15% damage and low knockback. It can roll down slopes. It can block attacks if Toku uses Vortex on it; similarly, it can cause 25% damage and some really good knockback if it is launched from a Vortex, after which it breaks. As an added bonus, there is a 10% chance that Toku will summon a large, health-restoring (15%) fruit. Eating the fruit takes 2 seconds. Only two of either can be on-screen at once, and they break after 3 hits. This cannot be performed in mid-air.
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Aerials
U-Air: Updraft. Toku pushes against the air above him with both hands, with Enril creating a rising current reminiscent of Mr. Game & Watch's U-Air. 8%.
F-Air: Squall. Toku pushes against the air directly in front of him with both hands (lol Ness), with Enril creating a strong, constant air current to push foes away. The current reaches about as far as Zero Suit Samus' grab. Laggier than Lucario's N-Air, which is saying a lot. 6%.
D-Air: Downdraft. I think I smell a trend here. Toku pushes against-yeah, that sounds so familiar. It's Updraft...but downwards. Amazing. The push is a light spike. 5%.
B-Air: Jumbrella. Toku smacks the area behind him with his Jumbrella Cape, with Enril creating a quick burst of air that knocks foes up a bit. Very spammy, but...3%.
N-Air: Heli-Bud. Toku takes a large, 3-petaled plant from out of nowhere and holds onto the stem as Enril spins the petals to attack. Slows his descent a bit and has relatively high priority, but mainly attacks above him and is fairly laggy to finish. 1% a hit, 9 hits max.
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Dash Attack: Launch. Toku kicks as if kicking a football with Enril launching the opponent up, but kicks too hard and lands on his back, making him vulnerable for a bit. Enril helps him get back up. 7%.
Wake Up Attack: Repel. Whether he lands on his back or his belly, Enril furiously circles him to repel opponents as he gets up. 1%.
Ledge Attacks
<100%: Hammer. Enril propels Toku up to the ledge, where he “hammers” the opponent with his fists. Like DK's F-Air, just faster and non-spiking. 5%.
>100%: Axe. After Toku almost lets go, Enril propels him slightly above the ledge, where he brings his leg down like an axe to attack. 6%.
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Grabs and Throws
Grab: Toku's grab is interesting. He reaches out both hands to grab, with his eyes shut tight, and keeps reaching out for 1.5 seconds while Enril attempts to blow foes in. As an attack, Toku kicks the enemy's shin. 2%.
U-Throw: Uppercut. Toku performs a simple standing uppercut, with an extra boost from Enril of course. 6%.
F-Throw: Roundhouse. Toku performs a roundhouse kick, wind included. Pretty good knockback. 6%.
D-Throw: Stomp. Toku drags the foe to the ground and stomps on him/her. Knocks foes against the ground. No wind in this one. 5%.
B-Throw: Dropkick. Enril gives Toku enough of a boost to leap over his opponent and dropkick him/her in the back of the head. Very low knockback, disregarding the wind. 9%.
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Final Smash: Hurricane. Enril circles Toku at blinding speed, wrapping him in a cocoon of wind as he slowly hovers. After about 3 seconds, the cocoon dissipates as Toku blasts the area ahead of him with relentless wind. After blasting, he can aim the blast slowly upward, and can only reach up completely vertically. The blast lasts 7 seconds. The cocoon hits once (10%) and knocks foes directly in front of Toku. The wind is non-damaging with Puff Up knockback throughout, and its radius is comparable to the Zero Laser.
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Taunts
Up Taunt: A bunch of small, blue spirits rise up from the ground around Toku, and Enril collects them.
Side Taunt: Toku stretches and yawns. Enril circles him a few times to keep him awake.
Down Taunt: Toku plays with the floor with his finger. Enril circles him a few times to keep him focused.
Win Poses
#1: Toku munches on one of those fruits while sitting down. He wipes his mouth with his hand to reveal a smile and keeps eating. (Repeat.)
#2: Toku, sleeping, wakes up, sits up, yawns, stretches, and rubs his eyes sleepily.
#3: Toku releases a Spirit Stone into the air, which gently explodes in a blue light.
Misc. Animations
Dizzy: Toku sits, head reeling, with Enril frantically trying to snap him out of it.
Sleeping: Toku sleeps the same way he was found sleeping: snug on his side.
Curry: Toku holds his cheeks, stomping with both feet alternatively.
Standing: Toku faces forward with his arms on his sides and his body facing the camera (if facing right). When idle, Toku will examine his surroundings, periodically shuffling his feet.
Entrance: Enril Gusts Toku in from the side, who skids into position.
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Other
Kirby Hat: When Kirby swallows Toku, he gets that rather ornate headgear.
Victory Theme: A sexified (more strings) version of the section of the main theme that plays when you select the game in the Wii Menu. (
00:07-13)
Symbol: Enril. Simple, eh?
Alternate Colors
Fierce: Toku gains
burgundy shorts and sandals, a
red shirt and hat, and a
dark pink bib. I'm calling it a bib.
Calm: Toku gains
dark blue shorts and sandals, a
blue shirt and hat, and a
sky blue bib.
Natural: Toku gains
forest green shorts and sandals, a
lime green shirt and hat, and a
bright green bib.
Royal: Toku gains
goldenrod shorts and sandals and a
golden shirt and hat. His bib remains the same color.
Holy: Toku gains
beige shorts and sandals, an
ivory shirt and hat, and a white bib.
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Codec Conversation
Snake: Mei Ling, I'm fighting a little kid!
Mei Ling: His name is Toku, Snake.
Snake: I mean, he looks really young. Single digits, even.
Mei Ling: He may be young, but he has the help of Enril the Wind Spirit to augment his abilities. Don't be surprised if you suddenly get blown away!
Snake: The Wind Spirit, huh? So this really is a fair fight.
Mei Ling: Well, Snake, he is still a kid, you know.
Snake: Completely fair. Got it.
Mei Ling: ...
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Assist Trophy: Glorb Nest.
These little nuisances spawn from a blue mass of nasty and hop along the ground. If they latch onto an opponent, they will slow him/her down and, if not dealt with, deal 10% damage periodically. The more Glorbs attached, the slower the foe moves and the more damage he/she takes. But even a Jab can shake 'em off. 2 hits makes them disappear. Nests release up to 10 of these things.
Item: Melodia Statue.
This item acted a save point in LostWinds. In Brawl, it performs roughly the same function. If someone attacks it, its sections spin from the bottom to the top, and a “ding” sound is heard. This means that the Idol memorized your exact location, and will warp you back to it in 10 seconds before it vanishes. Can be used for some pretty epic mindgames, as well as cheating death. (You can see it do its thing
here at 05:59.)
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I'm surprised this only took 2 days...comments?