<He's the spiriter with an attitude, but in the end, saves the world. Kalas, of Baten Kaitos, joins the Brawl!!!>
"In this world, there are things people mustn't touch..."
~Description~
This is Kalas in a nut shell. At the beginning of the game, he gains a spirit (that is also techinically the player of the game.) Throught out the game, with his guardian spirit, Kalas defeats all kinds of enimies with his spirit's help, with along his friends he meets during his journey to defeat Giacomo. He, at first, only wanted revenge on Giacomo for killing his grandfather, and brother Fee, and he didn't give a darn about the empire at all, but eventually during the course of the game, he wants to stop the empire from resurrecting the god of darkness. I will not reveal anymore to avoid game spoilers
. Kalas' personality seems like he's kind of like a jerk. He even says to a girl, who's trying to stop the evil empire from doing terrible things, that he doesn't give a damm about that. Later on in the game though, he eventually sort of loses his jerkiness, and then tries to stop the empire as well. THAT IS ALL.
~Stats~
Power: 6
Running speed: 7
Attacking speed: 5
Range: 7
Falling Speed: 6.5
Weight: 6
First Jump: 3
Second Jump: 3.5
Third Jump: 4
Height: 7.5
Wall Climb: No
Wall Cling: No
Crawl: No
Glide: Yes
~Basic Animations~
Standard: He has his sword in front of him ready to be of use, and his knife that he uses right beside him as well.
Animation pose: He occastionally spins his sword right in front of him, and then brings it down to the ground.
Dodge: He sidesteps out of the way.
Roll dodge: He moves out of the way like Ike.
First jump: Kalas leaps in the air like a regular character.
Second jump: Kalas leaps into the air again like Pit
Third Jump: Kalas leaps into the air again like Pit
Running: He charges straight forward, with his feet lifted off the ground, and flies
Shield: He puts his sword right in front of him to block. Yay, for generic block animations!!
Special Mechanic -- The spirit’s trust
In the Baten Kaitos games, for the main character to fully utilise their powers correctly, they had to keep a strong bond with their guardian spirit that dwells inside them. The player of the game had to keep both, the main character and the guardian spirit, bond strong, and basically be like best friends in order to unleash their full powers, and inflict some heavy damage on the enemy.
In Smash Bros, it’s no different, but you get to incorporate it in a different way. The bond will increase if Kalas is doing well at his game. For example, if Kalas manages to hit all of his attacks, with no misses, it'll increase his bond like that. If you get enough bond with Kalas and his guardian spirit, he can enter spirit mode (which BTW, is indicated by him having a glowly blue aura surrounding him).
At that time, if you perform a spirit attack (which will be labelled in the moveset), it can deal lots of damage to the opponent or have some other special effect. Once you perform the spirit move though, you can't perform it again for another while. Of course, you don't have to use your spirit attack. You can just wait for about 5 seconds, before Kalas turns back to normal and out of spirit mode. Of course, getting to spirit mode takes a while. At starting the game, you've got no bond ready. You increase it though by doing the following things.
Landing a successful hit on the opponent: +1
Manage to KO the opponent: +5
Taunt without interference: +2
Successfully managing to dodge an opponent's move: +3
Natural increase if you haven't lost a stock yet: +1 every 20 seconds
Get 20 bond points and then you can enter spirit mode.
Of course, you can always lose some of the bond with Kalas and his guardian spirit. Messing up, or doing things that might not help Kalas will cause you to lose some points. Here they are:
Failing to hit an opponent/Just showing off moves: -1
Getting Koed: -3
Taunt, but gets interferred: -2
L/R button Shield is broken: -5
Of course, you can't get below zero spirit points, so don't worry too much.
Here's what he looks like:
*Note that Kalas is only doing the blue aura animation while in spirit mode. He will only do the breaking of the blue spirit orb in his Side B, Downwards aerial, Forward aerial, down throw and final smash.
~B attacks/moves~
Standard B -- Lord of the wind -- Kalas yells "Sword style: Lord of the Wind!" In a slight blue swirl, Kalas dissappears and you can see a thin white beam shoot through the stage. Kalas, after performing the attack, will return from his spot from where he was.
The speed for this move is that it has only slightly below average lag at the beginning, but ends with above average lag, so be careful from where you attack. This move is chargable. The range for this move depends on how long you charge it really. If you don't really charge it at all, and just regularly press the B button, it reaches about 1.5/5ths of Final destination, and the damage that it can cost is 12-13% damage with nice knockback being dealt to the opponent. If this move is fully charged, it reaches pretty darn far, with about 3.5/5ths of final destination, and including, 20-21% damage with great knockback being dealt to the opponent.
Before Kalas returns to his original spot, he forcibly stays at the spot where he just finished his attack, with plenty of lag there, so opponents can cut him off there. Kalas goes right through his opponent with this move, so no stopping in his tracks for him. This is not a good move for recovering at all, since Kalas returns from his original spot from where he once was. Kalas' main KO move, but hard to fully charge up since it takes about 6 seconds to fully charge it.
Spirit's bond bonus: If Kalas is in spirit mode when he performs this move, Kalas will do a holy crap damage of 25-26% damage with great knockback, with the range being very good of 4/5ths of Final destination. Kalas returns to normal, and obviously, he cannot perform any other attacks that require a spirit bond for a while until you recharge it...again. The same properties are the same though. Wind element, and he returns to his original spot from where he performed this attack.
Side B -- Lingering Time -- This move is kinda useless without a spirit's bond, but it is still kind of useful. If this move is done without a spirit's bond, Kalas will have both his dagger and his sword glow green, and clash them together in front of him.
The range for this move is only in front of Kalas, and only extends about 1/2th of a small stage builder block. This move is particularly fast though, with only a slight bit of lag at the beginning, but ends with slightly above average lag though. If it manages to hit an opponent, it deals....only 2% damage, with no knockback other than flinching? Yeah this is a very weak move, but does have other properties to it too.
Since his dagger and sword were glowing green, Kalas was using the element of Chrono, and in Smash bros, it latches upon opponent's for about 3-5 seconds, and continously does damage to them. It deals around 2% damage to the opponent every single second the attack chrono element has been done to the opponent. This continously hurting on the opponent cannot be spammed though, because Kalas has to wait for the opponent to get rid of the Chrono hurting after 3-5 seconds, and has to wait again after a full 5 seconds, before being able to use the Chrono element again. Kind of a weak attack overall, espicially for a special move, but if you do indeed were in the spirit's bond mode when you unleash this attack...
Spirit's bond bonus: Kalas uses this move as a spirit attack, and in Smash Bros, it's pretty much the same like Baten Kaitos. While still having the blue aura surrounding him when he was in spirit mode, a blue orb will appear right in front of Kalas
(6:27 to 6:30), and using his trusty knife, he'll unleash a big swing on to it, breaking it, and the next course of the move continues. A huge magical circle (looks kinda of like a seal), that's flat on the ground, will surround the entire stage, covering about 2/3rds of Final Destination, will glow, and the light will shoot upwards. Anyone that is caught in the light will be frozen in time.
As they are stuck in time now, Kalas can now use this time to attack them, with no fear of them attacking back for about 3-5 seconds. After those couple of seconds have past, the circle will disappear, the opponent will be blasted away with great knockback being dealt to them. The damage depends on how much you did when you attacked the opponent when they were frozen, but the damage that was originally planned will be cut in half (so if you manage to wrack up 30% damage, it would do 15% instead). The circle takes a while to come out, about 2 seconds after Kalas has pressed the button for this attack, but Kalas has super armor while performing this move. Smart opponents should easily avoid it though. Kalas ends with a large amount of lag at the end though (about 3 seconds trying to calm himself lol.)
Upwards B -- Fangs of light -- Kalas will crouch down for a slight moment to prepare for this move (if he's in the air while performing this move, Kalas just puts his head down a bit.) Kalas will then spin upwards in a diagonal direction, Continuling slashing upwards, surrounded by the element of light, and attack anyone who's in the diagonal upwards direction.
This move does have a bit of lag at the beginning, but it's below average. At the end however, there is above average lag there, so make sure you manage to send the opponent flying with this attack or otherwise, you'll be punished at the end. The range for this move is pretty good, espicially considering that it is a recovery move for Kalas. It can reach as far in the upwards diagonal direction about 4 and 1/2 of stage builder blocks as a Kalas' recovery move. This can also be used as an attack. It is a multiple hitter, with each hit doing 2% damage, 5 hits in total, and with ok knockback with the last hit of the spinning Kalas. Of course, there is something extra to it.......
Spirit's bond bonus: If this move is performed while in spirit mode, Kalas will not only do the spinning attack, but will also let loose a spinning projectile move, that shoots in the upwards diagonal move!!! With this projectile, Kalas' attacking range for this move is increased to 8 stage builder blocks in the diagonal upwards direction, (though note that Kalas' recovery option WILL remain the same as always.) It pretty much has the same attack properties as if it hadn't been used with spirit's bond bonus. It just includes an awesome projectile that extends it's attack range. Can be useful, it you know how to use it.
Downwards B -- Flash Explosion -- Kalas will leap into the air for a moment. He will then, after doing a few slow sword motions, bring it down, and slam right down to the ground. After the slamming into the ground, fire will burst from the ground from a random location, and hopefully, it can hurt someone.
The speed for this burning attack is kind of laggy, as there is falcon punch (AKA, greatly above average) lag at the beginning, and ends with punishable amount of lag as well. The damage that it can dish out isn't exactly amazing, as it only does around 10-11% damage with ok knockback being dealt as well. You cannot charge this attack at all.
So, considering that it's so laggy, and slightly below average power, what makes up for this move? It's freaking range. In Kalas' range, this move can cover, in total, all around Kalas (so from up, below, and whatever) about 4 stage builder blocks in total. It's almost guaranteed to hit the opponent, as it auto locks into the opponent if they are in Kalas' range, and not only that, when the fire comes out, the fire duration takes a while to disappear (like 2 and a half seconds), so this move vastly drains the opponent's shield, and is really hard to dodge on the spot. The only way to successfully avoid this move is to have the opponent stay in the air where Flash explosion cannot sprout from mid air. So if the opponent is in the air while doing this, this move is practically useless.
Spirit's bond bonus: If Flash explosion is done while in spirit mode, this move gets a boost all the way to 15-16% damage, with good knockback dealt to the opponent this time. The range is still pretty much the same, but the speed is better with having only average lag, and only a bit at the end. This move is much improved while in spirit mode (even though, once you use this move, Kalas immediately gets out of spirit mode), but still pretty slow, just not AS slow when he was regularly doing this move. Still a decent move.
~ Basic A attacks~
Standard A -- Short sword slash -- Kalas will start his game off with a basic vertical sword slash from below to upwards direction.
The speed for this move has practically no lag at the beginning of this move, but if you decide to cancel the AAA combo, there is a bit of lag at the end there. The range for this move stays true to it's name, as it reaches only what is directly in front of Kalas, with the range being short. If Kalas manages to hit any body with this move, it can deal off 4% damage, with no knockback whatsoever, other thn causing the opponent to flinch.
Pretty basic attack for an AAA combo. Overall, a bad attack, as it's just there to get the AAA combo started.
AA -- Saber swipe -- Kalas will follow it up with a heavy vertical slash again, this time though, it's going from the upwards to downwards direction.
The speed for this move has a bit of lag at the beginning of this move, and if you decide to end the AAA combo from here, there is a bit of lag at the end too. The range for this move is still pretty bad like Kalas' previous attack, but it reaches a slight bit better (about 1/2th of a small stage builder block.) Any opponents that get hit by this attack, it can deal off about 3% damage with no knockback other than flinching.
Again, a bad attack like his previous move, but is decent as a damage racker.
AAA -- Long sword attack -- Kalas now will let out a ferious stab attack forward, piercing through anything forward.
The speed for this move has only a bit of lag at the beginning, and is pretty much the same lag at the end as any other AAA combo attack. The range for this move, staying true to it's name, is the best of the other AAA attacks, reaching a solid of one small stage builder block. It can release out a solid 5% damage, with little knockback at the end this time.
This is a good move for spacing and a decent move in damage racking. I would still avoid trying to kill with this move seeing as it doesn't send opponents very far.
Side tilt -- Shadow Thruster -- Kalas' blade will turn black and dark, with a darkness kind of feeling to it. Kalas will trust the sword forward, kind of like a stab, but with the element darkness in it.
The speed for this move is just okay. There is a bit of lag at the beginning (not that much), but ends with above average lag. The range for this move is good though. This stab isn't ordinary stab. With the shadows it emits off, the darkness extends forward, about 1 and 1/2th of a small stage builder block, and attacks opponents from there. If Kalas' manages to hit an opponent with this shadowy move, it can deal off about 9-10% damage, with nice knockback done as well.
A decent, but not good, ko move, but with lag at the end, i would try to avoid abusing it all the time.
Up Tilt -- Shadow Wings -- Using his sword, Kalas will cut open a riff portal of darkness, and soon, from the picture below, darkness birds will start shooting out from it, going upwards diagonally, for about 2 seconds in total before the portal closes.
The range for this move is great, with the darkness birds reaching high upwards diagonally forward (about 3 small stage builder blocks in total.) What down side this move gives is that it has a medium-large amount of lag at the beginning, and a medium-large amount at the end when the dark portal closes as well. If any of the shadow birds hit, they deal around 1% damage each, with all they doing is causing the opponent to flinch. A no knockback move whatsoever.
You are guaranteed to hit at least a minimum of 3 hits (though only if the opponent happens to be in the way of the attack obviously), but a maximum of 12 hits by the opponent (so 3% damage at least, and 12% damage at max.) An decent damage racker, but with this move being too slow, i would avoid using this move.
Down Tilt -- Marvelous Sword swipe -- Kalas will crouch downwards for a moment. Kalas will then stab the ground, and then follow it up with an upwards slash vertically from downwards to upwards. This probably Kalas' most generic move, but whatever. This is a 2 attacks in one move.
The speed for this move has little to no lag at the beginning of the first stab to the ground, but when Kalas begins to pull off the second attack, there is a bit of lag at the beginning there, and overall at the end, there is a bit of lag there as well (though not that much.) The range for this move is just okay for both attacks. The stab to the ground is nothing special, except that it hits on both sides of Kalas, but only reaches what is right next to him. The sword slash only reaches what is right in front of Kalas, but the hitbox is more focused on the upwards angle.
If you get hit by either attack, they both do 5% damage each, with the second attack having ok knockback. THAT IS ALL.
Dash attack -- Flame tongue slash -- Kalas, as soon as you press the A button, will perform a small leap into the air for a moment (though he's only jumping like a short hop.) Kalas, with his sword engulfed in flames, will come back down with a burning slash attack.
The speed for this move has a bit of lag at the beginning for Kalas to come back down from the sky to perform the slash (though it's only like a split second), and there is a bit of lag at the end as well. The range for this move is decent. When Kalas jumps, he'll catch anyone who was directly above him as well (about the same height as a short hop) and when he comes down with sword slash, it reaches a full small stage builder block. If it manages to hit anyone, it can deal a solid 11-12% damage with ok knockback.
A good move to try and reach faraway opponents, but just make sure you hit, as this move is punishable.
~Smash Attacks~
Side Smash -- Dream Blade -- Kalas brings his sword up, and numerous sword blades will appear in front of him. When he brings his sword back down, pointing it forward, the blades will lock onto a spot in front of him, and clash together.
This attack is pretty slow, with lag at the beginning and a bit at the end. Uncharged, this only reaches 1.5 stage builder blocks ahead, and does 14% with okay knockback. Fully charged, it can reach 3.5 stage builder blocks, doing 18% with good knockback. The hitbox is only on the blades as they clash; if a smaller one just grazes an opponent, it'll only to 1% with tiny knockback.
A good KO move, but it's hard to hit with.
Down Smash -- Energy wave -- Kalas' blade will then have electricity sparking around the tip of it as he leaps a bit into the air. Then he will come straight down with it, slamming it to the ground, electricity will come out of the ground in front of Kalas, and start shooting slightly up (like in the pic below.)
The speed for this move is bad, seeing as therre is a large amount of lag at the beginning, and there is a bit of lag at the end as well. The range for this move is good though, as it reaches about 2 stage builder blocks in front of Kalas. The hitbox is the only the lightening that comes out of the ground, which is about 3/4ths of a small stage builder block wide and tall. If this move hits, it can deal off a great 19% damage with good knockback fully charged, and 23% damage with great knockback fully charged.
A really laggy, but great KO move. Use it when they least expect it or something lol.
Up Smash -- Blue storm -- Kalas, with his blade surrounded by wind, will slash slowly in the upwards direction. With that slash, it will conjour up a small tornado upwards, and continues to spin and spin, until after about 2 seconds, it disappears.
This move has a bit of lag at the beginning, for Kalas to get ready to perform the tornado attack, and there is a bit of lag at the end as well. The range for this move is decent, as the tornado reaches high above Kalas, about 1 small stage builder block to be exact. The hitbox is only the small tornado that Kalas conjours up. The tornado is a multiple hitter, as it can deal off 3% damage (there are 5 hits in total), and ok knockback at the last attack uncharged, and this move can deal off 5% damage for each hit and nice knockback for the last hit.
It is not easy to hit all of them in at all, but if you do, it can cause some major damage. Overall, it is a decent damage racker.
~Aerials~
Neutral -- Chaotic Illusion -- Kalas' blade will glow green for a moment. Kalas, while still in the air, will let loose 6 consecutive sword slashes. At the last slash, Kalas will let loose a huge vertical slash, that will blast away most opponents.
There is little to no lag at either ends of the attack, but the downside to this move is that Kalas must complete this move with all 6 of it's slashes that lasts a full 3 seconds, so if opponents avoid this aerial, they have a free 3 seconds to cause some major hurt on Kalas. The range for this move is varying depending on how you use it. Kalas stands (or in this case, lingers in the air) in place from where you pressed the button, and the sword slashes reaches only what is in front of Kalas. Each sword slash does around 3% damage each, and multiply that by 6 if you get all the hits in, 18% damage in total.
A good damage racker, but absolutely punishable if you miss with this move. Kalas falls from the sky like he just did a recovery move, so this move isn't spammed.
Forward -- Distorting Wind -- Technically this move only lives up to it's name only if you have spirit mode ready, but this move can still be useful, just not as useful as a spirit bond attack.
Kalas, with his blade surrounded in wind, will stab forward, and with the element of wind, it can blast opponents forward. The range for this move is just okay, with only reaching what is practically in front of Kalas, but with the wind element, it pushes opponents only slightly forward. The speed for this move is only a bit of lag at both ends. This move can cause 8% damage with little knockback in total.
As seen, this move isn't partically powerful without a spirit's bond boost, but with one....
Spirit's bond bonus: Kalas will having a blue orb right in front of him. With all his might, Kalas will take a huge horizontal swing with his dagger, and with that swing, it will break the blue orb to cause a new attack. While he's doing that animation, he has super armor. Huge amount of gusts of wind will blast forward right in front of Kalas, and with that same wind, can interfere with the opponents movement as it greatly pushes the opponent forward (about 6 stage builder blocks), and the longer the opponent stays in the wind, the more damage they recieve.
This move can dish out about 2% damage for every second the wind pushes them (the wind lasts around 3 seconds.) This move is great for intercepting someones recovery since you can pull this move out at anytime since it has no lag at the beginning, but a bit at the end.
Backwards -- Water blade -- Kalas will pull his blade back for a moment. Soon, with his blade glowing blue, will unleash a cresent water blade, and firing it behind Kalas. The water blade will stop in it's tracks and explode as soon as it hits something.
The speed for this move has a bit of lag at the beginning of this move (so not at all alot), but ends with average amount at the end of this move. The range for this move only reaches behind Kalas, but it goes as far as 2 and 1/2th of a small stage builder blocks. The hitbox is only the water blade unfortunately, since it's not really that big (about 1/3rd of a small stage builder block all around). If the water blade hits, it can dish out a solid 12% damage with ok knockback.
A good small projectile that can be pulled out in a flash, but punishable if you miss. The water blade travels slowly, so opponents can dodge this move easily.
Upwards -- Ray of truth stab -- This time, Kalas' blade will glow light and white, with a lazery kind of feeling to it. With that blade, Kalas will not stab once, not twice, but three times in the upwards direction.
The speed for this move has little to no lag at the beginning of this move, but ends with a bit of lag though. The range for this move is only upwards, but reaches slightly high above him, extending about 1 half of a small stage builder block upwards. Each stab does around 4% damage each, with the last stab doing ok knockback. A decent damage racker overall.
Downwards -- Hell Fire -- Kalas will bring his sword up. He will then let loose a powerful vertical sword slash in the downwards direction. Another one of Kalas' generic moves (lol), but it is sort of useful when brawling.
The speed for this move has very little lag at the beginning, but there is a bit more than that at the end. The range for this move only reaches downwards obviously, and it only reaches what is near and directly below Kalas. This move can deal off 9% damage with ok knockback to the side (a meteor if it hits by the tip) if this attack can hit. An overall kinda bad and weak move. It's only useful if......
Spirit's bond bonus:.....You use it while Kalas is in spirit mode. Kalas will have another one of those blue orbs right in front of him. He will then break that blue orb by unleashing a heavy dagger swing upon it. Obviously, he will have super armor while performing it. As soon as that happens, a huge ring of fire will appear around 2 stage blocks below Kalas (it will just hit/stay on the ground if there is, well, a ground below it.) The fire burns feriously, and anyone who goes near it will pay.
The ring of fire is about 2 stage builder blocks wide, and 1 stage builder block tall. Anyone who dares touches the ring of fire will suffer a good 20% damage with good knockback as well. The ring of fire disappear after 3 seconds. A good move if the opponent is directly below Kalas.
~Grabs/throws~
Beat down -- Dagger attack Probably Kalas' most generic attack, but Kalas basically uses his dagger to continuely beat down on the opponent. This is the same as an other beat down move, with it deal 2% damage each, and the basic speed as one as well. lol.
Forward throw --Binding Winds -- Kalas push the opponent forward for a sec. Then he will point his sword forward, and then a tornado will conjuer up directly where the opponent is standing. The tornado looks like an ordinary one, but it deals a little 6% damage, and what's this? The opponent will be stunned now for about 2 seconds, and now Kalas has a chance to deal a powerful blow to them. This move can't kill, but can stun opponents so Kalas can use another KO move.
Backwards throw -- Um um........a cool sword slash -- Kalas will throw the opponent behind them. Kalas' blade will glow green again, and let loose a powerful chrono vertical slash to the opponent. It can deal off 10% damage with ok knockback. It's not exactly the best KO move, but it's decent.
Downwards throw -- Sacred Spring -- Kalas will throw down his opponent to the ground.....and that's pretty much it. Nothing special for this grab. It only deals off 8% damage with little knockback upwards. Yeah, nothing special except for....
Spirit's bond bonus: Kalas will have the blue orb in front of him again. The opponent now has a chance to escape this attack, seeing as Kalas let go of his grip. When Kalas breaks the blue orb, a bunch of water bubbles will fill up the stage (around 2/3rds of Final Destination). After the 2 seconds the opponent had to escape this attack, the bubbles will pop, sending anyone who is near it faraway. There are around 10 bubbles in all. If one of them pops right in the opponents face, it can deal off 4% damage with ok knockback done. It is more than likely that you will get hit by more than one bubble if the opponent gets trapped in, but with the 2 second delay, smart opponents do not have to worry about getting hit with this attack.
Upwards throw -- Fangs of Darkness -- Kalas will crouch down for a slight moment to prepare for this move. Kalas will then spin upwards in a diagonal direction, Continuling slashing upwards, surrounded by the element of darkness, and attack anyone who's in the diagonal upwards direction. It is a multiple hitter, with each hit doing 2% damage, 5 hits in total, and with ok knockback with the last hit of the spinning Kalas. Pretty much like his Up B, except that it can't be used as a recovery, and the fact, seeing as this move is dark and evil, it hurts Kalas 5% damage to himself.
Final smash [The light or the darkness......]
This move depends on who you did with the spirit bond. If you have 10 or less Spirit bond points, Kalas will perform the darkness move known as "Demons of Darkness." If Kalas has more than that, he will perform "Shining Seraph." Kalas is pretty much invincible while performing this attack, so Here is what they can do.....
Demons of Darkness
Kalas will leap into the air for a moment, with the blue orb appearing right in front of him again. With his dagger, Kalas will break that blue orb, and guess what happens. A darkness portal will appear in the middle of the ground, and then with it's darkness powers, it will suck opponents up into it, and then spit them out faraway. The range for this move is decent, as it covers around 2/3rds of Final Destination. The darkness portal on the ground lasts for 3 seconds if no one gets sucked into it. If opponents do get sucked in, there is no escape for them, as it continuely sucks them in, doing around 30% damage to them, and then will spit them out faraway, with great knockback upwards. This is a very powerful move and useful, as if Kalas does this move immediately he gets the smash ball, there is no lag at the beginning, but Kalas ends with a huge amount at the end. Seeing this move is darkness, Kalas will not be able to use his spirit's bond tactic for a full 10 seconds.
Shining Seraph
Kalas will leap into the air for a moment, with the blue orb appearing right in front of him again. With his dagger, Kalas will break that blue orb, and guess what happens. A huge ball of light will appear from the sky. It will then drop down to the ground, hurting anyone who's directly below it. The range for this move is the same as the other potential final smash (about 2/3rds of Final Destination), but it only can cause damage when it hits the ground. The speed for this move is good though. It has little to no lag (not including when Kalas breaks the blue orb thing), and barely any lag at the end either. As soon as it hits the ground, and opponents gets hit by it, it can deal off a good 35% damage and great knockback to the side. Seeing as this move is good and holy, Kalas' spirit bond will not be effected at all.
Overall, Shining seraph is a better final smash for Kalas, but staying in that position where he has 10 bonds points at least will be hard.
EXTRAS!!!!!!
Taunts
~Up taunt~
Kalas will spin his dagger and say, "No apoligies accepted!!"
~Side Taunt~
Kalas will point his sword forward and say, "Is that all you got?"
~Down Taunt~
Kalas will spin around with his sword and say, "Get ready for the fireworks!!!"
Victory:
~Victory music~
The class up theme when,....well class up.
~Classic mode victory~
~The True Mirror (Guitar version)~
~Victory pose 1~
Kalas will have his wings sprout out, and he'll say, "In this world....there are thing people mustn't touch....but who cares?"
~Victory pose 2~
Kalas will stab his sword in the ground and say, "Huh...loser!!"
~Victory pose 3~
Kalas will have a camera, take a picture of the screen and say, "I hope you're photogentic!!"
~Lose pose~
Kalas will turn around to the other side of the screen, disapointed that he lost.
Snake Codec:
Snake: Great, another pretty boy joins the brawl.
Otacon: Don't underestimate him Snake!!! His name is Kalas. He is a powerful warrior.
Snake: What makes him so special?
Otacon: He is a spiriter.
Snake: Translation?
Otacon: He fights with the spirit that dwells within him. With that kind of power, he could take on anything.
Snake: Great, another one of this fantasy mumbo jumbo. I can handle this no problem.
Otacon: Snake..........
Assist trophy
Xelha joins the Brawl as an assist trophy. She uses a numberious amount of Magic based attacts that are:
Dance of Light: At starting this move, she’ll jump into the air for a bit. She will then flap her wings downwards rapiddly start flapping, and light particles shoot out from it. This is not a very powerful move, but there are 2 hit in it, that each do about 8% damage each, but no knockback kill. A really fast move too, but the range means the opponent has to practically be near Xelha.
Sparkle of light: Xelha will call upon Meimei, her greythorne pet, and it’s glow light in to Xelha’s hand. She'll shoot one light blast forward, that blasts away most opponents. It can deal off 15% damage with nice knockback included. It reaches across the stage about 5 stage builder blocks, and it's a fast moving projectile as well.
Soul Flash: She'll throw a ball of light upwards and it rains down towards the stage. Each small attack does around 3% damage, but there are a lot of them though. Each light thingy that rains down will do ok knockback, and they shoot down fast. They only target the centre of the stage though.
Dancing Flames: She'll summon upon numerous amounts of fire balls, and then they hone on in to the opponent. There are 3 in all, and they each do 4% damage with ok knockback each. They go fast, so it’s hard for the opponent to escape from this attack the Xelha uses.
Dark Embrace: She'll call forth a shadowy aura that surrounds the stage for 3 seconds, and if the opponents touch it, the suffer 3% damage for each second. Basically....that’s it.
Bells Of Fate: Magical bells of chrono come forth, and start doing a super cool bell sound. If the opponents are near the bells, they suffer 18% damage each, and great knockback done. It is rather slow though.
Wind blast: Xelha conjuers up a tornado, that can blast opponents off the stage. No damage, but can push opponents away like Link's Gale Boomerang.
Seal of water: Xelha will call forth a small water place in the middle of the stage. Anyone that walks in will be trapped in it, and will suffer a one hit KO.
Stickers:
Kalas (Baten Kaitos: Eternal wings and the lost ocean)
Xelha (Baten Kaitos: Eternal wings and the lost ocean)
Lyude (Baten Kaitos: Eternal wings and the lost ocean)
Gibari (Baten Kaitos: Eternal wings and the lost ocean)
Gibari: teen version (Baten Kaitos Origins)
Savyna (Baten Kaitos: Eternal wings and the lost ocean)
Mizuti (Baten Kaitos: Eternal wings and the lost ocean)
Sagi (Baten Kaitos Origins)
Milliarde (Baten Kaitos Origins)
Guillo (Baten Kaitos Origins)
Giacomo (Baten Kaitos Origins)
Giacomo 2 (Baten Kaitos: Eternal wings and the lost ocean)
Geldoblame (Baten Kaitos Origins)
Geldoblame (Baten Kaitos: Eternal wings and the lost ocean)
Heughes (Baten Kaitos Origins)
Valaara (Baten Kaitos Origins)
Nasca (Baten Kaitos Origins)
Wisemen (Baten Kaitos Origins)
Verus (Baten Kaitos Origins)
Shanath (Baten Kaitos Origins)
Teh Music yo!!:
~The Valedictory elegy~
~The valedictory elegy ~guitar ver.~
~Violent storm~
~Chaotic Dance~
~The True mirror~
~The True Mirror (Guitar version)~
~The True mirror (Orcastration)~
~Le Ali Del Principio~
~Evidential Material~
~Iconoclasm~
~Supreme ruler of the nine heavens~
~Vitriolic a Stroke~
~Condemation of Darkness~
~House of cards~
Item: Blank magnus card
Someone can throw the magnus card at the opponent, and now there trapped in the card. The higher there damage percentage, the longer there trapped. You can use it to throw them off the stage with the card, or you can optionally, just drop it on the ground, and follow it up with a powerful attack. Note that the opponent is a very small target due to the magnus card being small to throw. Though the card does travel fast. You can throw them in any direction you want. Note that light from the magnus card will notify that someone has been captured. It can also capture items too (minus the smash ball).
0-25% damage = They are only trapped for a measly second before popping out.
26-75% damage = the opponent is trapped to 2-3 seconds before popping out.
76-100% damage = they are trapped for 4-5 seconds before popping out.
101%+ damage = They are trapped for 7 seconds before popping out.
SSE Role:
Kalas is seen in a forest, where there is a river right in front of him. He talks to himself about his guardian spirit. All of a sudden, light starts surrounding Kalas, and Kalas says, "You and I are a team." Kalas now has his guardian spirit with him. Kalas feels incredible infused with power, as he takes his sword and his winglet out, and then when the light disappears, he puts them away and smirks to the screen.
Kalas is then seen walking out of the forest where he sees Link and Yoshi fending off a bunch of prymids. Kalas sees that they are in trouble, and slashes through most of the prymids. Kalas smirks at Yoshi and Link and says hi. Link sees as this as a challenge and fights Kalas. After the match, they are seen tired after fighting each other and shake there hands in respect. Unfortunately, they are still stuck in the forest, and are still attacked by prymids. They do so and see that the SSE ship is getting away.
At the misunderstand of Link/Mario part of the SSE, Kalas is seen running with Link and Yoshi or seen fighting evil Peach either way. Though due to Kalas being a jerk, he doesn't help Link and Yoshi fight Mario and Pit. He flys off somewhere else. Link looks angerly at Kalas, but having to fight off Mario first, he has no time to try and catch him. Kalas sees Dedede trying to make a getaway with the trophies (you know, Zelda/Peach, Luigi and the guys that get captured). He attempts to stop him, but Dedede slips away, only to find that Kirby stops him like in the SSE. Kalas sees Link, Yoshi, Pit, Mario and Kirby chasing after Dedede, and joins them as well.
At the part where Metaknight attempts to reclaim his ship back, Kalas decides to follow him, and they join forces. They do all the regular stuff, where Metaknight fights Lucario, and where they join forces with Snake. As soon as they make it to the control room, they see that an old enemy of Kalas is controlling it. Kalas alone must fight him now.
It takes 300% damage to take him down. His attacks...
Basic Sythe swing: Giacomo's standard attack. He will swing the sythe forward and OH BOY!!! It reaches very far (like 7 pokeballz range.) It's also powerful and can deal Pelleas with 15% damage and nice knockback. It's rather slow though. It takes like 3 seconds for Giacomo to swing the darn thing and 2 seconds to take it out.
End slasher: He will charge up for a energy dark blast. It will take about a 3 second charge for this attack. Giacomo will then swing his sythe forward, releasing the charged blast forward, traveling off the screen. It's a big target (as big as Samus's charge blast) and it can push the Kalas off the screen and continue to deal damage if Kalas doesn't get away from it. He does this attack alot more oftern as soon as you get his health down to like 1/4 of it.
Thrashing gale: Giacomo will some fancy, smancy, spinning of his sythe in the air and come down with a huge vertical swing downwards. It can knock Kalas down to the ground and remain unconcience for 3 seconds at least. It will also deal 20% damage.
Imperial force: OH ho!! A new attack!!! Giacomo at first slices you with his sythe, to put you in place by stunning you. Then he'll use the power of darkness, and drain the life out of you, by sticking his hand in front of you!!! Not only will it do 10%-30% damage to you, it'll also recover Giacomo 1/8 of his health.
After the fight, Giacomo is seen dead, and Kalas puts him peacefully to sleep.
When the part of when they reach Tabuu, everyone attempts to fight Tabuu, but Kalas is seen laughing evilly. All this time, he was working under Tabuu. He takes down most of the characters, betraying them and now serves Tabuu. He is spared from being trophize and yeah. Kalas laughs evilly until the screen fades out...
When Kirby just gets resurrected again from being trophized, Kalas is seen looking at Kirby. Kalas sees that Kirby is going to try and save the day again and attempts to stop Kirby. Kirby has to fight Kalas now. Kirby will win the fight, and we see that Kalas grabs his head in pain. With him losing to Kirby, he is now free from Tabuu’s evil control. Kalas sees the error of his ways, and joins Kirby in rescuing the others.
When they reach to the part at Tabuu's boss entrance, they are stopped by an evil figure. Kalas immediately regonizes who it is, and pulls out his sword, getting ready to fight. Malpercio, the god of darkness attempts to squash Kalas, but Kalas blocks it with his sword. He fights back, pushing Malpercio away. Everyone helps out and fight Malpercio.
~MALPERCIO~
Oh boy........the dark god appears to threaten the party, and he's pretty powerful. We can take him though.
~Movement~
It flys around to move.
Attacks:
1. Hand whip.
The bosses primary attack. He uses his large hands to knoock you out of the battle field. If he hits you, you're sent with some nice knockback and 10%. He does this four times in a row, but its pretty slow. After you take down his health down to half, he attacks 8 times.
2. Soul drain.
This is a no knockback attack. Malpercio tries to suck energy from you! If it hits, he will recover about 1/12 of his health and you suffer 10%. He attacks from a distance, and he leaves himself wide open. Use that avantage.
3. Dark arrow.
Whoa is this powerful!!!. It deals great knockback and 30%. It's slow, but its rather large. Malpercio is left wide open for 5 seconds after this attack. Do your best to avoid him.
4. Fire Blast
Malpercio changes his element to a fire status. A fiery attack. He summons fire to his hand and launches it towards you. Its Nice knockback and 10%. Avoid and and you should be fine. He is now supper effective by water based attacks, like Squirtle's water gun (yes it causes damage) or Mario's fludd. He looks like he's giving out a fiery ember.
5. Water wave.
Malpercio tries to go below you and attack. He creates a water based ground attack and covers the entire ground. It attempts to push you off the stage. Jump to avoid this attack. He's super effective against Fire attacks like flamethrower. He looks like hes covered with water.
6. Wind blast.
A gust of wind comes to Malpercio's hand and he launches it. It attempts to push you off the stage. Just crouch to avoid this attack as it only effects the air. He is now supereffective against purple/blue misted based attacks like Ganondorf's warlock punch or Lucario's aura sphere. He looks like he's surrounded with wind.
7. Chaotic attack.
Malpercio attempts to cover the ground with toxic attacks. It does no knockback what so ever, in fact you don't even flinch, but if it does manage to hit you, you slowly suffer damage and its practically in curable. Just dodge this attack by jumping as it effects only the ground. Malpercio is now super effective against wind based attacks like Link's gale bommerang. He looks like he's surrounded, with.......purple stuff.
8. Enchanted blade
Malpercio will randomly summon a sword to his hand. He'll then bring the blade as high as he can, before swing it down to the ground. It shall recover Malpercio 1/8 of his health if it hits you. It'll also do 20% damage with nice knockback to you. Though it is rather slow, so easily avoidable.
No matter what type change Malpercio has gone through, he will change back to normal after 20 seconds.
After the fight, the SSE continues as normal....
Trophies
Kalas:
Age: 18 years old A charachter that appears in Eternal Wings and the Lost Ocean, Kalas is a rash young man who seeks revenge for his only family, his grandfather Georg and his younger brother Fee after Giacomo and Ayme killed them. Afterward, he allies with Melodia to help him bond with a Guardian Spirit to lend him power in his quest for revenge and she also promised white wings as Kalas was born with only one Wing of the Heart, which marked him as deformed. The guardian spirit's memory was erased in order to aid Kalas in his mission of revenge and resurrection of Malpercio, the evil god. Kalas, seemingly the protagonist of the game, betrays the party in the Lava Caves of Alfard in order to release all five End Magnus. Eventually, however, when the party, under the leadership of Xelha, Kalas defects from Melodia when realizing that continuing on his present path would kill Xelha and the others
Gibari:
Gibari is a laid-back but proud fisherman. He is comfortable disobeying village rules when it suits him, though this is usually done to help others, and prefers living by his own rules. In BK, he fights with a paddle stick, but surprisingly, he fights with it very powerfully.
Xelha:
Xelha is a young girl who carries a mysterious pendant linked to the End Magnus. Xelha, a young girl running from the Empire and in possession of a mysteriously powerful medallion. With mutual goals, Kalas and Xelha find themselves in an unfortunate situation of having to stick together if they wish to survive the Alfard Empire's minions. She fights with some major powerful magic in BK.
Lyude:
Lyude is an imperial ambassador to Diadem, son of a powerful family in the heart of the Alfard Empire. He bears a dreadful secret related to his transfer to Diadem. He basically has a terrible pass, that makes him very depressed all the time, but learns to conquer his fear over time. He is the only one in the playable character roster without wings, but he carries a powerful gun like kind of weapon to fight.
Mizuti:
Mizuti is a masked creature who is shrouded in mystery. Towards the end of the game Mizuti's mask shatters and Mizuti is revealed to be a little girl, who possesses greater power than anyone else in her tribe. She is another magic user. Like Xelha, only a bit slower, can lasts in fights more and yeah.
Savyna:
Savyna is an ex-mercenary whose past is largely unknown. She at first knows nothing but to kill, but having accidently kill a little girl makes her realize that her actions were wrong. She fights with her bare hands and legs, but she uses elemental powers to back them up.
Alternative Costumes