Master Chief
Master Chief has entered the fray! He brings his high-tech weapons and equipment to help him turn the tide of battle in his favor.
General overview of Master Chief
- Slow fall speed
- Very heavy (his weight is around Snake/DK/DDD range)
- Somewhat below average aerial mobility
- Slow running speed
- Body size is around Ganondorf's size
- Lots of disjointed hitboxes with weapons
- First jump is very good, but his second jump is pretty bad.
Master Chief's crouch is quite poor. He simply kneels down on one knee which does not reduce his height by much. He is able to crawl, but this really isn't more or less a crawl. Master Chief simply moves slowly while in the crouching animation.
Icon: The symbol of the Halo from Halo 1.
Costumes:
Green - default
Red
Blue
Silver
Black
Recon Armor!
That's right, Master Chief can also don his Recon armor giving him more costumes just like Wario! Recon armor has the same colors as his normal armor.
Entrance
Master Chief comes out of a Banshee in the air and lands onto the battlefield. The Banshee flies away as this happens.
Idle animation
Master Chief plays around with his assault rifle, looking at it curiously while he fiddles around with it.
KO animations
- Master Chief makes a very notable "cry-like grunt when being blasted off the ceiling.
- Master Chief does a subtle grunt when KOed from a side blast zone or into the pit.
Victory Pose:
- Master Chief stands up fully straight at attention and shoots his assault rifle in the air in ceremonial fashion.
- MC looks at the camera and says "You just got pwned." with a bit of a sneer.
- MC folds his arms while looking at the camera in a profile view in a confidant pose. He is silent.
Losing Pose:
- MC looks down at the ground and claps very, VERY slowly.
Shielding
Master Chief does not have the normal sphere shield like all characters do in Smash (nor does he have Yoshi's egg shield lol). Instead he uses his energy shields to block attacks just like how he takes hits in the game. At full power, the familiar energy shield has the bright yellow-white color to it as it radiates MC's body. As the energy shield takes hits from attacks, it turns color from yellow-white to orange, then to red, and then to a deeper red until the energy shield finally breaks. Master Chief goes into the same dazed animation as other characters do; nothing new here.
There is however a MAJOR change to this compared to a conventional shield! Because Master Chief's energy shield does not decrease in size and only weakens in power, Master Chief cannot be shieldstabbed! There's another big bonus to this as well. Master Chief's shield does not decay if it's not taking a hit like normal shields do! It will only weaken when it takes a hit! Master Chief can also jump out of his shield unlike Yoshi!
This comes at a price however. Master Chief's shield does not normally regenerate over time. MC's shields will not recharge until he has not taken a hit after 3 seconds. Only then will his shields show they're going back to normal (it's obvious on the screen and in the sound effects when this is happening; think back to Halo). If Master Chief is hit by any attack before the three seconds pass, the three second timer resets. Master Chief has a very unique shielding game, and it is up to the player to learn to conserve his very useful shield so he does not get in trouble when his opponent corners him.
On to Master Chief's attacks!
Ground moves
Jab: (6%, hits on frame 7) Master Chief punches straight out and then does an uppercut in quick succession. His jab is a tad slow and it has good knockback for a jab on the second hit, but nothing impressive that will KO people easily. It's more as a "get off of me!" attack.
F-tilt: (12%, hits on frame 14) Master Chief does a strong punch similar to how he melees with a plasma pistol. Has knockback similar to Pit's Ftilt.
U-tilt: (8%, hits on frame 4) MC thrusts his arm upward with the assault rifle in his hand. The sides of the weapon are disjointed hitboxes, and this quick move has IASA frames as soon as MC lowers his assault rifle.
D-tilt: (9%, hits on frame 8) MC pulls out a Brute Shot and uses the blade to make a low, slashing hit at the ground. Range is so-so and it has a small chance of inducing tripping at low percents.
Dash attack: (9%, hits on frame 7): MC does a swing with his assault rifle just like a melee attack with it in the game.
Aerials
N-air: (3% per hit, starts on frame 5, a total of 6 hits for 18% total) Pulls out two plasma pistols and fires three rounds from each of them while spinning around in a circle. The plasma shots don't reach far and are disjointed hitboxes. This move can be relatively easy to DI out of. Autocancels upon landing.
F-air: (12%, hits on frame 8) MC swings his Energy Sword at a horizontal arc similar to Marth's Nair. The opponent is sent at an exact 45 degree angle. It has excellent range, but it does not cover the area a vertical slash would such as Marth's Fair. This move has average knockback and MC has minimal landing lag (7 frames).
B-air: (10%, hits on frame 13) MC elbows behind him. Range is medicore. This move functions as a sex kick; the initial frames have powerful downwards angle knockback and then it lingers for 6%. Master Chief has 12 frames of landing lag no matter when he lands his B-air.
U-air: (9%, hits on frame 9) MC does a very fast slash above him with the blade of a Brute Spiker. Knockback is completely vertical. Autocancels upon landing.
D-air: (20%, hits on frame 24) MC pulls out a Gravity Hammer and slams it downward at a 180-degree angle below him; a lot like Marth's Dair. Any part of the Gravity Hammer will deliver a powerful spike. However, MC suffers terrible landing lag of 35 frames if he lands his Dair before it finishes.
Smash Attacks
F-smash: (4% per pellet, hits on frame 18, total of 5 hits for 20%) Master Chief pulls out a shotgun and shoots a round from it. The range is very good and it's a disjointed hitbox. Knockback and damage are significant up close and both get weaker the further out the hitbox goes; this is one of MC's strongest and most powerful attacks.
A very notable thing about Master Chief's F-smash is the fact that it has a large amount of IASA frames if you do another F-smash. Master Chief will quickly **** his shotgun and be able to fire another round in a very quick amount of time; faster than when he would normally do an F-smash. These IASA frames only work if you do another F-smash after doing one before it. Master Chief will have moderate cooldown time after his F-smash if you decide to do something else.
U-smash: (3% when tossing the grenade, 15% for the explosion, toss animation starts on frame 7) Master Chief throws a frag grenade into the air above his head, pulls out a pistol and shoots it, causing an explosion. Any character who gets hit by Master Chief's hand as he throws his grenade will be pushed up into the spot where it will explode, similar to Snake's mortar. Unlike Snake's mortar though, charging this smash will increase only damage and knockback and not the height where the grenade is thrown up.
D-smash: (16%, hits on frame 10) MC slashes forward then backward with his Energy Sword. Disjointed hitbox. MC's fastest smash; it starts up the fastest and has very little cooldown at the end, but it has weak knockback and stales very quickly.
Grabs
Master Chief's standing grab is above average and hits on frame 6 just like all normal grabs. He lunges forward with his body while grabbing with his left hand.
Grab pummel: (3%) MC pulls out a Mauler and slashes at them with the blade of the gun while holding his victim in the other hand.
F-throw: (3% on the pistol whip and 3% for each pistol round) Master Chief pulls out a human pistol and pistol whips them on the back of the head, The foe gets slammed to the ground and Master Chief shoots two rounds at them. The opponent is stuck on the ground after the attack, so they have to roll away resulting in a techchase.
U-throw: (16%) MC tosses his opponent into the air and unloads a Needler on them. The multitude of needles explodes just like they do in the game resulting in massive damage. The damage is dealt all at once as soon as the needles explode.
D-throw: (11%) Master Chief slams his victim into the ground and thrusts his Energy Sword right at them in a downward stab with both hands. Knockback is moderate at a high 80 degree angle.
B-throw: (9%) Master Chief trips the other person's feet and pushes their head down on the ground. By far his weakest and worst throw.
Specials
Neutral B: Battle Rifle
Side B: Equipment toss
Up B: Grav Lift
Down B: Spartan Laser
Neutral B: (2% per bullet) MC pulls out a Battle Rifle and fires a 3 round burst from it. While firing, MC can single jump and move left and right. There is a momentary delay between each burst-fire just like with the normal Battle Rifle. After 12 shots of 3 round bursts, MC has to reload which leaves him vulnerable for a short amount of time. The bullets are physical projectiles and can be outprioritized because they do not have laser priority like the space animals' lasers. MC can manually reload at any time he wants to by tapping B twice in very quick rapid succession. MC will have a full clip of BR ammo every time he respawns from a stock.
Side B: (depends, starts on frame 16) MC throws an item out at a moderate range. The item he throws out is random, and each obviously has their own different abilities to each of them. There is a similar amount of lag after MC throws out something from this attack like King Dedede has after his Waddle Dee Toss (side B).
Stuff MC can throw from his side B, and their chance of appearing:
Frag grenade: (1 in 2 chance, 13%) Similar to Snake's grenade, except damage and knockback decrease from the blast radius. It bounces off anything it touches and will automatically detonate after a 1.5 second delay.
Plasma grenade: (1 in 4 chance, 16%) A plasma grenade will stick on to any surface; walls, floors, items, characters, etc. After it sticks on something, it explodes in 2.5 seconds. If this detonates on a stuck character, it has tremendous knockback to it. If you're stuck, you can't shield it, but you can use your roll or sidestep and survive through the invincibility frames. Splash damage is minor.
Bubble Shield: (1 in 5 chance, 0%) Just like in Halo 3, a bubble shield will automatically activate creating a gigantic shield that lasts for 20 seconds. The size of the Bubble Shield is about 1/3 the length of Final Destination. Bubble Shields block projectiles and also Final Smashes. A Bubble Shield can be destroyed by attacking the stand inside (it has about 40%).
Power Drain: (1 in 20 chance, 1% per "hit", 14% on the explosion) Tosses out a Power Drain. Anyone caught inside will take constant 1% damage inside, but it does not cause hitstun. After a while, the inside of Power Drain will explode which deals a nice chunk of damage and knockback. The radius of a Power Drain is similar to that of the Bubble Shield; about 1/3 the length of Final Destination. If someone has their shield up during an active Power Drain, their shield will VERY quickly be depleted; their shield breaks in about 1 second. Anyone can be hurt by the Power Drain; not just opponents.
Up B: (4% if hit from above) MC throws a Grav Lift below his feet and it causes Master Chief to ascend slowly, but very high vertically. Because this is a pretty slow and floaty recovery, MC does risk being edgeguarded similar to how Snake can be with his Cypher. The grav lift can hit someone from below just like Sonic's spring and it can also be used by other players. It disappears after a short time. Master Chief can use any moves he wants to and can also airdodge afterwards, but he cannot use his Grav Lift again until he lands on the ground.
Down B: (25%, hits after 3 second charge) Master Chief crouches down and pulls out the Spartan Laser, charging it up. A red harmless laser light (like when you use the SL in Halo) appears showing where the Spartan Laser shot will be fired. After you activate this special with Down B you can use the control stick to move the firing path of the laser up or down (you must still be holding B though of course). You can release the B button at any time and Master Chief will put away the Spartan Laser, cancelling the attack. After three seconds have passed charging up this attack, MC will release a huge, thick red laser beam in the direction the laser light was pointed in. The SL deals absolutely extreme knockback; stronger than Dedede and Snake's uncharged Fsmashes. The laser cannot be outprioritized by other attacks and will bypass all hitboxes like the space animals' blasters. The SL cannot go through walls, but it will pierce multiple targets allowing it to go through Pikmin, Waddle Dees, items, etc. The SL can be reflected by moves that reflect projectiles, and it is also absorbable by G&W's Bucket. The duration of the laser blast doesn't last too long; a character can airdodge through it and not get hit. This move however ruins shields and causes a huge amount of blockstun upon hitting a shield.
Final Smash
When Master Chief manages to get a Smash Ball, a Pelican drop ship comes from the sky and turns around letting MC hop on it. In the back, there is a .50 cal machine gun similar to the ones used in Warthogs. Sergeant Johnson was seen operating one in Halo 3. The Pelican then lifts away and the screen switches to a first person gun view where you see Master Chief aiming his .50 cal machine gun at the opponents on the screen. The crosshairs are straight from Halo 3, from which MC can shoot the machine gun at. When he fires, it first starts out a slow bursts then when held down it rapidly fires lots of high powered bullets at the people on the stage. While firing, Master Chief's aiming crosshair slows down so it cannot chase fast moving targets, MC needs to stop shooting then aim at the opponent then start firing.
When an opponent is being struck by the machine gun, they are semi-stunned during the duration of receiving the .50 cal bullets at them. They can DI out of it but is hard and MC can simply readjust his aim at them to keep the fire on them.
The bullets all do 5% per bullet, but the rate of fire is immense, racking up a lot of damage. The bullets can be shielded, but they rapidly deplete shields. When a person's % being hit reaches around 120%, they start to suffer more and more knockback, and eventually they get KOed off the side of the screen.
Master Chief only stays in Final Smash mode only for the length of time it takes for a person who just got KOed to reappear in the invincibility platform and stay there for the full amount of time before being let go and the time he is invincible after getting off. This way, it will make it possible for Master Chief to get the full time shooting yet not be able to kill any of the same people twice if the other player who got KOed sits back and doesn't move immediately off the invincibility platform upon being KOed.
After the Final Smash is over, the Pelican moves out, drops MC back on the stage, and flies away.
Taunts
Up Taunt: Master Chief pulls out three random grenades, juggles them very fast, and then puts them away. The grenades can be frags, plasmas, or Brute Spikers in any combination at random. This is similar to how Dr. Mario would play with a randomly colored Megapill.
Side Taunt: Master Chief pulls out a plasma pistol, opens up the part where the plasma pistol overheats, and plays around with it before putting it back.
Down Taunt: Master Chief does a very quick teabagging crouch. It is very spammable!
Kirby Hat
After swallowing and copying Master Chief, Kirby wears the helmet of Master Chief over himself much like how he does when copying Samus. Kirby has the same abilities that Master Chief has when using his Battle Rifle which all include the fire, strafing, jumping, and reloading. Every time Kirby copies Master Chief, Kirby will always start out with a full clip of Battle Rifle ammo.
Snake Codec:
Snake: Uhhh Colonel, who is this scary looking guy in this big suit of futuristic armor?
Colonel: Snake, that is Master Chief. He is a super-soldier known as a SPARTAN, who fights as the elite force for the United Nations Space Command.
S: Colonel, I don't get it. The United Nations don't have soldiers like this... do they?
C: This super soldier, code named John-117, comes from 500 years in the future Snake. This man you see here was genetically modified from childhood to become super strong, super fast, have superior reflexes and wear this heavy Spartan armor that's heavily geared toward combat.
S: So this is what they do in the future for super soldiers... how horrible. I thought we were trying to stop all sorts of genetic testing and the proliferation of Metal Gears.
C: Snake, I understand what you mean. I know that it is wrong. But apparently from the timeline Master Chief is from, they created him to fight against humanity's enemies which included a super religious coalition of alien races known as the Covenant.
S: The Covenant? Sounds like the same old Humans vs. Aliens stuff again.
C: That's exactly correct. Master Chief was ordered by the UNSC to prevent the Covenant from activating these ancient space structures, created by an unknown ancient race, called Halos that if activated would annihilate all life in the universe.
S: ...Wow. This sounds like some B grade 50's sci-fi action flick.
C: Snake, this guy is real and so is his story. You have to be careful about him. Both of you are super soldiers, but he is very strong and possesses weapons that even we have never even heard of. Remember your training Snake.
S: Don't worry Colonel. You can count on me to take on Master Chief.
*end Codec*
Major credit goes to Kiki52 for coming up with the first idea of a Master Chief moveset.
Thanks for all the comments guys