Posting cause he's stuck between a rock and a hard place:
Did somebody say Abyss?
Sync the Tempest, God-General of the Oracle Knights, shows no mercy.
The Library--Backstory
Sync is a God-General, one who works as a general that has very high ranking. He, along with 5 others (
Legretta the Quick,
Largo the Black Lion,
Arietta the Wild,
Asch the Bloody, and
Dist the Reaper) make up the 6 God-Generals of the Oracle Knights. He is the strategist, the one who prefers tactics over brute force, and the one who has to constantly remind everybody when they blow battle out of proportions. He truly, however, doesn’t care about any of the other God-Generals, and even less for his opponents. His cold and cool demeanor proves useful in battle, though his cockiness can sometimes get to him when he battles those he deems weak.
SPOILERS
Spoilers: Because he is the fifth replica of Ion, he initially wears a mask to conceal his identity. Sync feels he has no purpose for living and is only an empty vessel for Van's will, and blames the Score for causing him to be "stuck with this pathetic life."
The Database--Stats (out of 10)
Strength--4
Walk Speed--5
Run Speed--7
Aerial Speed--6
Fall Speed--6
First Jump--6
Second Jump--8
Crouch--5
Traction--5
Range--5
Weight--Mid-light
Height--Medium
Crawl--N/A
Wall Jump--Yes
Wall Cling--Yes
Glide--N/A
The Tactics--Playstyle
Pros + Cons
Pros
The Database--Animations
Standard: Sync stands up straight, not slouching at all. His hands are curled up, and Sync's right foot is slightly in front of his left.
Entrance: Three "blades" of wind, as small as leaves, go at diagonal directions (save for one), one upper-right, one the direct opposite, and one sideways.
Dizzy: Sync will stagger back and forth. "I...I was careless..."
Sleepy: Sync will stand, slouching, with his head tilted down.
Walking: Right foot, left foot, right foot, left foot. His hands are curled up.
Running: Similar to Falco's, Sync's arms are in the same position. He takes small, sprinting, almost, steps.
Evade: Sync disappears in a flash. There is a 5% chance he'll say "Were you aiming..for me?"
Aerial Evasion: Sync...disappears?? A vertical "beam" of wind replaces where he once was.
The Armory--Specials
Sync short-hops backwards then, while mid-air, stops his momentum. After drifting for two seconds, (as if he were floating in space) he dashes at a zig-zag direction, his body amplified with red and purple fire. The first person he makes contact with will get a curse slot, which, essentially, leaves a mark on the character he hits. The scar will take its place on the target's whole body, get larger, than completely disappear. But, after 30 seconds, the scar will amplify over the target's whole body again.
A fast-paced heartbeat can be heard. Your target will grab their head as if they had a uncontrollably painful headache or, for the bigger characters, bend down with a kind of facepalm of pain (see Ganondorf's crouch). Their silhouette will flash repeatedly over their body, some characters even grunting or screaming (see Bowser and Link for some good examples). Sync will snicker, his arms stretched out towards the enemy. His
face will appear in a small "bar" at the top of the screen, then disappear after Sync laughs as if he were battle crazy.
Your target will now find something else to beat up, be it a foe, air, or an item. They cannot take any knockback from Sync, but they can from others. If they're KO'ed, Sync will whisper "Worthless..." If the target accidently kills Sync, he'll say "Big mistake!", and your enemy will suffer 15% of damage, with no knockback. If the character would scream or grunt the first time, they'll do it louder the second time, the fast-paced heartbeat heard again.
Notes: Sync doesn't deal out any damage in the first strike. As you might expect, the first movement has some lag to it. If this is used mid-air, then Sync will simply begin with the drifting away. Your target, while afflicted with the Curse Slot, will try to avoid you if you try to attack them. Unfortunately, this is better for offense than recovery, but has good potiential for recovery. One more thing: If it's a one-on-one battle, Sync can not only do no knockback, but no damage as well.
>B--Demon Fist (Fiery and Dark)
Note: Depending on the stage, Demon Fist can be fire-attributed (Fiery Demon Burst) or dark-attributed (Dark Demon's Wrath). The elemental variation can only be used once until it will return to standard Demon Fist, In which case you must use Invoke Element to get your satisfactory variation.
Demon Fist
Sync, taking a deep breath, punches the ground with his fist. A small shockwave of yellow-orange energy travels across the land with an effect similar to Piplup, though to a lesser extent, since it's much easier to DI out of. It moves fairly slow, and can hit the character multiple times. 1 hit from Sync's pound, 3 hits can be dealt out from the shockwave. The pound does 1-2%, doing little knockback(*) and each hit from the shockwave does 1-3%, resulting in 4-11% in all. That is, if you can get all 4 hits..."Demon Fist!"
Notes: This is a great “GET AWAY FROM ME!” move if you can get the first punch in, as you‘re likely to get the other 3. Try using this to space by hitting people falling to the ground, or when somebody like Snake is planting a C4. *=about as much as Mario's fireball. Stages that result in Demon Fist--New Pork City, Final Destination, Battlefield, Mushroomy Kingdom, Hyrule Temple (Melee), Pokemon Stadium 1 & 2, and Distant Planet.
Fiery Demon Burst
Punching the ground like in Demon Fist, this is actually chargable, up to 2 seconds. However, it only increases its height and width. It can be as big as 1/3 of FD or 1/6 of. "Crimson fury, burn!" A burst of flame will instead take Sync's place. It doesn't go any higher than two capsules (the item) above Sync, and, surprisingly, actually can give Sync damage. A 15% ratio says that Sync will accidently burn himself, doing 10% of damage and getting some ashes on Sync. However, if all goes well, the flame ignites any character with 15%. This has as much start-up lag as Link's Dair's end lag, and has as much end-lag as Diddy's Fsmash's.
If this starts mid-air, Sync will simply say "Burn!" A burst of flame will appear in front of him, Sync double-kicking through it. The flame will disappear after this, meaning that the (rather small) hitbox is actually on Sync and his kicks.
Notes: Oh wow, an actual chance of comic relief? No way.
Anyway, this pushes the enemy quite a bit, upwards if it touches the top of the flame, downwards if it touches the bottom (spikes are AWESOMENESS), and sideways from either side. Sync's mid-air kicks do quite a lot of damage (8% each!) with some decent knockback. Remember that this leaves him helpless. Stages that result in Fiery Demon Burst: Norfair, Frigate Orpheon, Castle Siege, Smashville, Pictochat, and Hanenbow.
Dark Demon Fang
Sync punches the ground. Though, at first, nothing happens, except for noticable purple mist evaporating. As soon as anybody comes near it, though, a dark dagger will arise from the ground, slashing three times, sideways, upwards, and diagonally. It doesn't end here, though. Three tiny "bubbles" of darkness will appear from where the dagger arose. This has a small, fairly weak lock-on effect. It moves pretty slow. It has as about as much knockback as Kirby's Ftilt all together.
Notes: This is ridiculously complex, but it's too good for combos. Sword hit, AAA combo, bubbles hit, Curse Slot. Unfortunately, it isn't as easy as it sounds. There's a decent chance that your opponent won't forget where you "set us up the bomb", and just projectile spam from their position, leaving you 20 seconds before it disappearss. Even more challenging is that while the bubbles are starting up, Sync has to remain standing by. This probably belongs in the actual move description, but his arms are directed toward the spot where the bubbles are coming from. If he's interrupted, they'll stop moving, and pop, doing a measly percent of 1 in all, with no knockback. The first two dagger slashes do 2%, the third doing 3%, with a disjointed hitbox. Each bubble does 3%, with little knockback, as stated above. Stages that result in Dark Demon Fang--Everything I didn't mention earlier.
^B--Searing Sorrow
Sync has just snapped his fingers. A small meteor rises, getting bigger as it arises from the ground. Once it meets Sync's head level, it becomes as big as an Wario if he were curled up into a ball, but can be as small as Sonic as this is chargeable. If you don't charge as long as 4 seconds, Sync will simply punch it with his knuckles, it going at a diagonal direction. Sync will be pushed back considerably during this. The meteor will start sliding on the ground, but soon enough, it'll shrink and disinegrate.
However...
If you do fully charge it for the full 4 seconds, Sync will flip-kick it upwards. 3 seconds later, 5 meteors will fly down diagonally and randomly on the stage, exploding on contact for 3-7% each. There is only a little start-up, but end-lag as much as Samus Fsmash's. This can easily spike if hit from the bottom and can be footstooled by Sync. It moves pretty slow. This is the first, unorthodox method of recovery Sync can use.
Now, the best method...
While used mid-air, Sync will direct his hands below him, a meteor directly below them. While doing this, he slightly descends, waiting for the button input and DI. You must first direct the meteor to the direction opposite you want. After such, press the B button again for Sync to make it implode, pushing anybody within three layers of a capsules' width all around it. The meteor can't be destroyed before Sync explodes it. This recovery isn't as good as one might hope, but it's a little worse than Luigi's ^B.
Notes: Remember how I said that Curse Slot is a viable recovery option? These two together are a deadly combo, with Curse Slot giving you horizontal prowess and Searing Sorrow giving vertical decency. Unfortunately, though, Searing Sorrow requires anybody near by to be saved, so it's all for one and one for all.
vB--Invoke Element
Sync's oddest and quite frankly most unnessecary move. Sync stands still, a small circle within circle and a random color that is determined by percentage appears. After 2 uninteruppted seconds, Sync will shout "Invoke *Insert Element*!" A color will than appear in his box's background at the bottom of the screen. This needs some more detail, doesn't it?
This is Sync's odd version of a stat transformation, or, rather, just some time traded for strength. Sync can actually elementally power up a few of his moves. For example, Demon Fist has two alternations, right? Well, Sync can actually force that move into an element specifically by using Invoke Element, if he's lucky enough to get his satisfactory element. You can't cancel out this input once you do, so it's a gamble for sure. To know how you have an element ready to use, look at the box with Sync's face in it. The background of the normally white box will instead be red (for fire), sky blue (for ice and water), green (for thunder & wind), dark purple (for darkness), or brown (for earth). "Invoke *darkness, fire, earth, wind, aqua*!"
The Armory--Standard Attacks
AAA--Destruction
After a short start-up lag, Sync will kick on waist-level. Pressing A again causes Sync to (stop saying this is overused!) punch the ground. This has little end-lag IF you follow up with this next one quickly. Pressing A directly after will get three light-brown rocks and some sort of shockwave that doesn't go far at all will come from the ground directly in front of Sync's fist.
Notes: This does 2%, 3%, and 3%, with good combo knockback. Use this and a short start-up move to get some good damage. Too much detail for an AAA combo, no?~
Ftilt--Roaring Havoc
Sync backflips, waiting for 1 second to perhaps get a clear target. After that, with his fists at his chest, Sync delivers a strong but slow kick to the upper body. Little shockwaves can be seen bouncing around on his kicking leg, which, originally enough, can shock Sync if water touches it. It can be a "Water Gun" kind of move, or just water animations. Either way will cause Sync to lag from the bare shock of it, three seconds in all. Even worse is that Sync gives off damage to people he makes contact with (3%), which at first sounds great, but means this is seriously counter prone. If he isn't hit, Sync will get a lagless recovery when he stops, which is decent enough.
Notes: This screams "do something nao" for Sync, which is terrible for such an agile character. However, this is a terribly strong move if it connects, doing 10% and great knockback. You have to know when to use this, otherwise you'll get punished by the bad end lag.
Utilt--Dragon Shot
Sync bends back slightly, then gives a small uppercut with his left fist. This does 4% of damage with a small hitbox and some end-lag, but the real prize is up next...
Notes: This is completely worthless. As bad as Ganon's Utilt. No joke.
Earth Variation--Stone Dragon Ascent
Sync 's now shorter start-up lag has super armor now. After the same start-up animation with some badge brown rays coming from his right fist, Sync actually goes mid-air, meaning vertical range and hitbox are improved. Add 7% to the current 5%, and that's Stone Dragon Ascent in a nutshell for you.
Notes: The animation when used in mid-air obviously changes, Sync crouching down, but then going horizontal instead of vertical, meaning it IS kinda lacking for a recovery. The biggest downfall is that, though the start-up lag is shorter, your opponent will probably dodge the intial hit, then return and attack you mid-air.
Dtilt--Reaper Toll
Putting his hands in a kamehamaha-esque position (which can give damage from its very small hitbox, apparently) and crouching down, Sync shouts, "Reaper Toll!" A small, somewhat-transparent beam comes from his hands, reaching out to, say, Luigi's body width. This also has little knockback, but pushes out the enemy that could actually work well if you have a chaingrabbing partner.
Notes: 1%, 4-6%. This has a weird but awesome effect that by using this attack twice in a row, the attack will have more lag, but the hitstun for the "beam" gets larger. Another spacing move for Sync.
The Armory--Aerials
Nair--Dark Outburst
Sync pauses in mid-air, him doing his best to fully concentrate. He slowly falls during this, but after one second, Sync is suddenly covered by a sphere of darkness. After floating in a bubble-like manner for two seconds, the sphere explodes. Sync is transported below. He is in a helpess state during this fall. If the bubble explodes one character length near you, it will push you back and does 10-14%. The knockback is great for spacing so that you aren't attacked while helpless.
Notes: Another viable recovery? ****. Another spacing move? ****. This is great, the only glaring weakness being lag. However, if you hit, you eliminate the danger of end-lag in a one-on-one.
Fair-