Sergeant Cortez.
How to Unlock
Play 401 VS matches.
Score 50 KO's with projectiles.
Get Sgt. Cortez to join your team in SSE.
You will Brawl after reaching these conditions except for the Subspace Emissary.
Unlock Message
Travel through time- Sergeant Cortez has joined the Brawl!
Introduction
Sergeant Cortez is the head of an elite group of space marines, led by the Colonel. He helped fight in the Timeplitters war, and stopped them from destroying mankind. However, Cortez, and his friend Corporal Hart were sent to retrieve Time Crystals; artifacts that were filled with unknown power. Before they could get them, the Timesplitters fled into a time portal with the crystals, so Cortez followed. When he came out at the other side, he had gone into the body of a native of the time zone he had traveled to.
Cortez managed to destroy their Space Station and retrieve the crystals, but his friend was killed.
As he was flying back to Earth to bring the crystals to the Colonel, his ship got brought down. When he landed, he joined up with some marines who told him that the Timesplitters were still roaming wild on Earth. Cortez managed to get back to base, where the Colonel introduced him to his new behind the scenes partner, Anya.
Anya gave him a Temporal Uplink that allowed him to move objects, and sent him through time to stop the creator of the Timesplitters. As he travels through time, he meets many different allies, and even teams up with his past and future selves to defeat Jacob Crow- the mad man behind the creation of the Timesplitters.
Crow turns himself into a Timesplitter, but is finally bested by Cortez, his time twin, and R1-10, in 1924. This causes the war to end before it even began, and restores the time zone that Cortez lived in to it's original beauty.
Play Style
When using a lot of his attacks, Cortez transforms into a different character for the duration of the attack. As Timesplitters is a FPS game, the majority of his moveset makes use of firearms- making him a truly unique character who even though it may take a while to get used to, has good killing potential, and a wide range of projectiles. Cortez's size may also change depending on who he turns into, so your size may decrease, and make you harder to hit, or increase, and make you an easy to hit target.
Cortez's aerial game is slightly lacking, but his range of abilities that he has on the ground more than make up for this.
Cortez transforms into random characters from the series whilst using the majority of his attacks, except for specials. I have tried to include a lot of classic, and obscure characters from the series in these transformations. The writing near the side of the attack shows who you transform into, and what size that character is. When transforming, a blue energy surrounds Cortez, then he quickly changes into the characters. The transformation period is only takes a split second, the main lag comes from actually initiating the attack.
One of Cortez's key moves is is Neutral Special- the Minigun. This special even has it's own separate bar at the left side of your damage % box. This move is one of Cortez's most effective moves, but you need to pay close attention to it to get the most out of it.
Even though he mainly relies on projectiles, he has quite a varied moveset. Cortez would probably be around middle tier, as he has a great offensive and camping game, but his movement capabilities limit him. However, due to the fact that he relies on projectiles makes him a terrible character to use against characters with reflectors,
To conclude, Cortez is a great character who is unpredictable, but will take a long time to get used to.
Costume Colours
1= Timesplitters Future Perfect Cortez (Default)
2= Timesplitters 2 Cortez (Red Team)
3= Timesplitters Future Perfect Pre- Release Cortez (Blue Team)
4= Time Assassin Cortez
5= Henchman Cortez (Green Team)
6= Dr. Cortez
Unlockable Costume
To unlock this costume, finish Classic on Easy and Intense with Sergeant Cortez.
7= Mr. Space Cortez
When Selected
He says his catchphrase- "It's time to split!"
Entry
A Time Portal appears, and Cortez jumps out of it.
Random Facts.
Idle= Cortez stands still, swinging his arms by his side. If you leave him idle for a while, he will begin to do a dance as a homage to the credits of Timesplitters Future Perfect.
Shield= 6/10- Cortez's shield is slightly above average, but is nothing special. The shield has some start up lag, as Cortez uses his Temporal Uplink to lift up a sheet of metal form the floor and place it in front of him. The shield is slightly smaller than Cortez, and can withstand more damage from the front than the back. When the shield is broken, the Uplink powers down, and Cortez drops the sheet of metal.
Dodge= Cortez sidesteps to dodge his enemies attack, similar to how he would sidestep to dodge enemy fire.
Forward Roll= Cortez does a dive forward, then lands into a roll. There is no startup lag, and the dive travels quite far. The dive does take a while before you land, and you can be damaged during the dive, which could leave you vulnerable.
Backwards Roll= Cortez does a backflip, and lands steadily on his feet. If used repeatedly Cortez has a chance of tripping, which could leave him vulnerable.
Tripping= Cortez falls to the ground, and rubs the back of his head. When he gets up, he springs back up and does a pose similar to Luigi's "shooting" victory pose.
Stunned= Cortez stands in place, swaying from side to side slowly whilst holding his hands to his face.
Sleeping= Cortez falls to the floor and begins to lie on his chest, snoring.
Ledge Climb Under 100%= Remote Mine+Nikolai+Medium
(4%- low knockback)
- Medium start up lag
- Short range
This move isn't really that useful, as it is quite laggy. It also does limited damage, and has short range. The thing with this move is that the mine is thrown onto the ledge, detonated, then you climb up. This means that you can push the opponents away from the ledge, then climb up safely. However, you will be vulnerable when hanging from the ledge, and will become predictable if you repeatedly use the move.
Cortez pulls out the mine from a pocket on his pants legs, throws it onto the ledge, and then presses a button to detonate it. It takes 2 seconds for Cortez to do this. This isn't really a good move, as shielding onto the stage would be easier, and safer.
Ledge Climb Over 100%= Crossbow+Jungle Queen+Medium
(12%- no knockback)
- Short start up lag
- Long range
Cortez pulls himself up to the ledge, leans his Crossbow on it, and fires an arrow along the ground. Then he proceeds to get up, and continue the fight. This move only takes 1 second to perform, and is a lot more effective than his other ledge climb. The arrow is only small, and travels horizontally along the floor, so it is easy to dodge, but the arrow travels extremely quickly.
There is a 1 in 12 chance that the arrow will be a burning arrow, which will travel at half the speed, but deals 20% damage.
This is a safe to use attack that can deal good damage, but it's unreliability to hit hurts its uses.
Get Up Attack= Uzi+Fingers McKenzie+Medium
(5% each side- medium knockback)
- Short start up lag
- Medium range
This move is decent, as it covers both sides of Cortez, and deals a fair amount of damage on each, combined with good range. The lag isn't from the actual gunfire; he sweeps his gun along the floor and holds the trigger, it's from the time it takes him to actually get to his feet. However, this time is also short, so you are safe to use this move.
This is a great move to use, and you should use it whenever you're in a situation like this. There are no real faults to this, so this is a fine weapon that will probably go unnoticed
by many.
Stats
Strength= 6/10- Cortez isn't the strongest character, but his incredible variety of projectiles more then make up for it, as he can focus on racking damage up over time rather than going in for the kill.
Speed= 4/10- Cortez is quite a slow mover, as he is a space marine who carries lots of different equipment. He can keep up with the other characters however, so it isn't much of a problem.
Launch Power= 7/10- Some of Cortez's moves have great knockback, whereas other moves have hardly any. Cortez will have no problem finishing off his opponents as long as you keep his high knockback moves fresh.
Jump= 3/10- Cortez has a poor first jump, which limits his aerial game slightly. Cortez goes into a squat, then leaps up into the air. Cortez's main aerial game comes from his Up Special, so this jump, while not that effective, will get the job done ok.
2nd Jump= 5/10- His second jump is slightly more useful, and allows him to travel even higher. Cortez leaps up again whilst in the air, raising his right knee slightly. The fact that he can't jump that high is that he is just a marine, and all his equipment weigh him down considerably.
Fall Speed= 7/10- Due to the equipment that he carries, Sgt. Cortez is quite a fast faller. This is an advantage, as he can't be easily punished in midair, but it also means that he can't make good use of his aerials.
Size= Sergeant Cortez is around the same size as Snake, but he is slightly bulkier.
Weight= Cortez is a heavy character, but he isn't as heavy as the likes of Bowser, Charizard, ROB, and Ganondorf. For a human he is quite heavy though, which works to his advantage; as he can withstand more high knockback attacks.
Crawl= Cortez crouches down, and walks forwards in this crouched state. Cortez is just a bit smaller than Kirby when he crouches, and he is quite a quick crawler. Then height of his crouch severely limits its use, as a lot of attacks will still hit you even if you are crouched.
Wall Jump= No, Cortez can not jump off walls due to the fact that he is a human.
Wall Hang= No. Cortez lacks the equipment to hold onto a wall, but why would a space marine need to hang onto a wall for anyway?
Specials
Neutral Special= Minigun
The Minigun is a unique special, and has it's own bar that is located at the left of your damage box. The Minigun has 6 levels of charge, which changes th properties of the gun. Cortez takes out the Minigun, and holds down the trigger. At first, the bar will be EMPTY, but you need to hold down B to start the barrels rotating. After 2 seconds, you will be at
GREEN, after 6 seconds you will be at
YELLOW, after 10 seconds you'll be at
ORANGE, after 15 seconds you will reach
RED, and after 20 seconds you will reach
OVER CHARGED.
If you leave go of B, your charge level will decrease, until it reaches EMPTY again.
However, you can set it that it won't drop below
GREEN, and the gun will always be partially charged. However, your movement and jump speed will b decreased whilst charging via this method, so it may not be a good idea.
To set it at
GREEN, hold down B, then tap the shield button. Do this again to reset it to EMPTY.
EMPTY=(You need to hold down B to get the gun charging)
GREEN=(1% per bullet- no knockback)
- Long Range
- Slow Bullets
This is the basic charge of the gun, and the one that you will use the most. The bullets travel quite slowly, but they have great range. The bullets don't stun the opponents, or knock them back, so they can approach you with ease. Use this charge from a distance, so that when they get close to you you will have a more damaging charge level.
YELLOW=(3% per bullet- no knockback)
- Long Range
- Quicker Bullets
This charge allows the bullets to travel a bit faster, and to do more damage. These bullets don't knock the opponent, so they will be able to close in on you. If they are too close, back off, and begin charging again.
ORANGE=(6% per bullet- medium knockback)
- Medium Range
- Fast Bullets
This is were the Minigun starts to shine. The bullets travel fast, and deal more damage, as well as medium kncockback. The range is sacrificed however, meaning that the opponent will have to be closer to you before you can hit them, and each bullet sends them away from your fire. You can easily rack up damage with this charge.
RED=(9% per bullet- high knockback)
- Short Range
- Rapid Bullets
This is it- the final charge. This deals heavy damage, has rapid firing speeds, and deals high knockback. As the range has been shortened even more, the high knockback limits its uses, as it causes your opponent to move even further away from you. This charge can be devastating to enemies backed up against a wall.
OVER CHARGED=(You need to stop using this attack for a bit so that the barrels can cool down)
Side Special= Temporal Uplink
- Tiny start up lag
This move has two different properties which change depending on if you smash the control stick and press special, or if you tilt it and press speical.
Side Special Smash= Energy Push
- (13%- medium knockback)
- Medium range
This move is one of Cortez's most effective, as it has a tiny start up lag, deals good damage, has good range, and deals decent knockback. However, the ending lag is 1 and a half seconds long, which makes it difficult to spam or camp with.
Cortez puts out his arm with the Temporal Uplink glove on, and whilst it is in it's 'claw' mode, he shoots out a wave of energy that comes out in a sort of arced pulse. The energy wave goes in a slight arc, so it is easier to hit with, and the fact that the ripple effect is difficult to spot makes this move great, as you can attack them without them realising.
This is one of Cortez's greatest moves, and you will probably use this a lot whilst playing as him.
Side Special Tilt= Radar Field
- (0%- no knockack)
- Large range
This move isn't an offensive move, or a defensive one. Instead, it creates an obstruction that can get in the way of the battle, and make your opponents vulnerable to getting KO'd. Cortez puts his wrist out, as if he is looking at the time, and creates a holographic radar in the shape of a circle that covers the majority of large stages, and all of smaller ones. The stage turns a faded blue colour, and you can no longer see the stage, or the position of your opponents character. Cortez remains visible however.
The Radar Field shows a white outline were the platforms are, and a small, coloured spot for each character, that depends on the player colour, team colour, or grey in the case of the computer. The fact that your opponents turn into small dots make it harder for them to work out were they are, and keep track of their character, but the fact that you are fully visible may leave you vulnerable.
The Radar Field lasts for 10 seconds, and once used it must charge again for 1 minute. When it is charged fully, the Temporal Uplink will flash blue two times, and make a *beep beep* sound. This is truly a great move, as it can be used for many different things, and can completely alter the outcome of the match. Also, nothings more satisfying than sending your opponent, who is a small dot, falling to their death.
Down Special= Time Twins
- Small start up lag
- Short range
This move is a counter, so it should be used if your opponents get too close for comfort. This move is difficult to predict, as it isn't as flashy as the counters of the other characters from the game. Cortez simply folds his arms whilst he is countering.
There is a slight start up lag, but it is easy to use. When Cortez is attacked, he grabs hold of the opponent, and a Cortez from the future teleports behind your opponent, hitting them behind the head with his Minigun. Future Cortez says "I knew that was gonna happen!" whilst countering. The counter deals 9% of the damage and knockback of the move that was used against him.
This is an effective counter, as it is predictable and easy to hit with, but the lag means that you have to be ready to counter before the opponent gets close.
Up Special= Time Portal
- Medium start up lag
- Super Armour for the start up lag
The Time Portal doesn't do any damage. Instead, it creates a portal that you can use to position yourself back onto the stage. This attack is a great recovery move, but it's start up lag limits it's uses.
When you initiate the attack, Cortez puts his hand with the Temporal Uplink next to his chest, and puts his other hand over it, whilst saying "Anya, get me outta here!" It takes 2 seconds for him to say this, and once he has, he vanishes inside a Time Portal, and then reappears somewhere else. The lag could mean that you may fall to your death if you don't start it early enough whilst falling, but it's range is great.
While Cortez is saying his line, a small Time Portal appears that you can move with the Control Stick. You can position this in any available open space, and you have 2 seconds to position it into a safe landing spot.
Even though it is a great recovery move, it is limited due to the fact that you might fall to your death before it activates whilst over the edge, and opponents will know were you will teleport to. The good thing about it is that you are invincible for the period of moving your small Time Portal, so you don't have to worry about being knocked off the edge or getting Meteor Smashed- it's just getting it to work before you fall that's the hard part.
Throws
Grab Attack= TNT+Lady Jayne+Medium
(15%- medium knockback)
- 5 hits- 3% damage each hit
- Tiny start up lag
- Short range
Cortez grabs hold of his opponent by the scruff of the neck with his right hand, and pulls a lit stick of dynamite out of thin air with his left hand magically, which he hold up to his opponents face until it detonates, or he throws them. This grab is great, as it deals good damage and knockback, and sometimes just using this could be as effective as throwing your opponent.
The two drawbacks of this grab attack is that your opponent can break free of this easily if they are under 100% damage, so you can't chain grab, and if you keep hold of them and the TNT explodes, you will suffer 5% damage as well, and you and your opponent will be stunned.
Forward Throw= Homing Launcher+Hank Nova+Medium
(17%- medium knockback)
- Short start up lag
- Long range
Cortez throws his opponent forward, then pulls out a Homing Launcher, and aims it at them, causing them to explode, suffer heavy damage, and travel quite far. The missile it shoots homes in on it's target, so you are pretty much guaranteed to always hit with this, unless someone gets in the way. This is a great finishing move, and many people will end up using this as their main way to KO.
Short start up lag, long range, and high damage seem like the key properties of an attack, and in this case, it is. This is easily one of the best moves in Cortez's varied arsenal.
Backward Throw= Assault Shotgun+Hick Hyde+Medium
(9%- high knockback)
- Short start up lag
- Short range
This is a good throw in terms of knockback, but not in terms of damage. It also lacks any grace, as all Cortez does is put his Assault Shotgun over his shoulder, and pulls the trigger, shooting the person he threw behind him. This move is weaker than his forward throw, but it sends his opponent flying, usually somewhere off the edge.
This is another of Cortez's good KO moves, but should only be used for KO purposes if your opponent has high damage, or no possible way to recover.
Up Throw= Dispersion Gun+Jack Sprocket+Medium
(0%- high knockback)
- Medium start up lag
- Short range
This throw does no damage, but it doesn't need to, as it deals high knockback, and due to the pulse effect of the blast it prevents your opponent from DI'ing out of it. However, if Cortez doesn't manage to KO his opponent with this move the gun will explode, and he will lose all use of it for that match. You should only use this if you know you will get a KO, or else you will risk losing a great KO move.
Cortez throws his opponent upwards slightly,then uppercuts them in the chest with his Dispersion Gun, pressing the trigger to send them skywards. This is a great KO move, but isn't that good in FFA's, as the lag leaves you vulnerable.
Down Throw= Raygun Carbine+Float Alien+Medium+Float
(16%- low knockback)
- Short start up lag
- Short range
The thing that makes this different than all of Cortez's other moves is that he floats whilst using it, leaving him invulnerable to attacks that hit low. This move doesn't send his opponents far- it is more suited for racking up damage, and it does well in this. Cortez slams his opponent onto the floor, then shoots them repeatedly with his Raygun Carbine. This move shouldn't be used to KO, as it lacks decent knockback.
This is a good way to rack up damage, and you can also follow through with a variety of other moves makes this one move that you will use frequently.
Tilts
Forward Tilt= Revolver+Jared Slim+Medium
(9%- low knockback)
- Medium start up lag
- Medium range
The revolver is one of Cortez's worst moves, but it can be useful in certain situations. Even though there isn't that much lag, it only has medium range, and the bullet is quite large, allowing your opponents to easily avoid it. You change to a medium character, and the bullet travels completely horizontally, which means that the bullet could easily travel over the heads of smaller characters. If there is one character that is vulnerable to this attack, it would be Ganondorf, due to his large size and slow movement speed, but the low knockback can't keep him away from you for long.
Even though it doesn't seem that good, it will still deal quite a bit of damage. This shouldn't used for KO'ing opponents, but it could be used to interrupt their recovery if you can aim correctly.
Up Tilt= Lasergun+SentryBot+Large
(17%- high knockback)
- Very large start up lag
- Long range
This move will guarantee a KO against light characters from as little as 70%, which in theory is fantastic. However, you have to take the fact that the start up lag is 6 seconds, and you can only hit opponents that are in the air directly above you. This move is a great KO move, but you will be vulnerable whilst using it. In teams, this move is even more effective, as your team mate/s can force opponents into the air, and keep them directly above you, allowing you to get the shot.
When charging the Lasergun, Cortez gets a red shield over him, which keeps him shielded from any attacks from above, so you can use this to your advantage when trying to take the shot. You turn into a large character, which can be disadvantageous to you, due to the fact you need to launch the opponent quite high in the air so that you can fire before they land.
This move loses almost all of it's use in a 1 vs 1 situation, but when used as part of a team, this is one of his best finishers.
Down Tilt= Sci-Fi Handgun+Sebastian Photon+Medium
(7%- low knockback)
- Short start up lag
- Short range
This move is great for clearing away enemies who are coming towards you. This attack has short start up lag, deals okay damage, and the bullet travels extremely quickly. However, it only deals low knockback, has short range, and travels at an odd angle, making it difficult to hit your opponents, and forces them to be quite close before you can score a successful hit.
Cortez takes out the Sci- Fi Handgun and points it to the ground. When he pulls the trigger, a green energy bullet hits the ground, then ricochets at a 45 degree angle in front of you. This move is a great way to keep opponents at bay, allowing you to charge up a more powerful attack, but it's awkward angle makes this attack lose some of its use, although it is still a move that is valuable in Cortez's arsenal. You will probably use this move to get room to initiate a stronger attack, so try throwing this in randomly to make it difficult for opponents to predict your next move.
Running Attack= Baseball Bat+Securi-Droid+Medium
(6%- high knockback)
- Tiny start up lag
- Short range
This is one of Cortez's good moves, but as you need to run to use it, you are obviously going to be prone to tripping. Cortez turns to medium character, Securi-Droid, and rolls along the ground, whilst swinging his baseball bat. The transformation is quick, and Securi-Droid travels quicker than Cortez normally would whilst using this move. There is a tiny lag, but he starts swinging the bat straight after he transforms. He swings the bat 3 times, each hit giving 2% damage, and the final one dealing high knockback.
This move is a great move to use to KO your opponents; even though it doesn't deal a lot of damage, it will deal a lot of knockback, which could send your opponents flying off the screen at high percentages. The baseball bat lacks the power of Ness' bat and the Home Run Bat, but although it doesn't deal as much knockback as the Home Run Bat, it deals slightly more than Ness' bat.
Aerial Attacks
Neutral Air= Blunderbuss+Cultist+Medium
(14%- low knockback)
- Medium start up lag
- Short range
This move is quite laggy, so you may have trouble hitting with it, and this lowers it's already limited uses. The one thing about this gun that is good is that it deals good damage, but that is it. This is one of Cortez's worst moves, but you can get some uses out of it. Cortez simply pulls out his Blunderbuss slowly, then hits the trigger.
This move isn't good, and will hardly be used. However, if you look past it's prominent flaws, you will find a move that deals good damage, but nothing else.
Forward Air= Sniper Rifle+Captain Snow+Medium
(6%- no knockback)
- Short start up lag
- Long range
This is a decent move, as it has long range, and will go through opponents, meaning you can hit multiple people in one go. However, the bullet is small, and travels quickly, meaning that you may have trouble making it connect with your opponent. Also, it travels horizontally, so it can be easily dodged. Cortez pulls out a Sniper Rifle, looks into the scope, and shoots straight ahead.
This move is quite good, as you can hit multiple people with one shot, but can be difficult to hit with.
Backwards Air= Electrotool+Gretel MK II+Medium
(1%- no knockback)
- Short start up lag
- Medium range
This move deals small damage, but unlike other aerials, you can hold down the attack button to charge it, and it can be charged until you hit the ground, 1% for each second charged. When you just press the button, Cortez points his Electrotool behind him, and shoots a small bolt of energy slowly towards his opponent, stunning them momentarily. This is a great move to use to edge guard.
When you charge this move, you will fire a stream of electricity instead, and whilst this will deal more damage, it loses the ability to stun.
This is one of Cortez's most useful aerials in terms of scoring a KO, but the slow speed of the bolt of electricity makes it difficult to hit with.
Downwards Air= Shotgun+Undead Priest+Medium
(13%- high knockback)
- Medium start up lag
- Short range
This move can be a meteor smash if you hit with the spread of the bullets. It also deals good damage, so it seems like a perfect killing move. However, you must take Cortez's poor aerial game into account here, and realise that the start up lag of this move is the same as Ness' d-air. If you actually risk trying this move to meteor smash opponents, then you are vulnerable to getting KO'd or self destructing, but if you connect you can pretty much guarantee a KO. Cortez points the Shotgun directly below him, pumps it once, then shoots.
This is a great KO move on paper, but pulling it off can be difficult, and deadly for you.
Up Air= Grenade Launcher+Stumpy+Small
(5%- low knockback)
- Short start up lag
- Medium range
This is similar to Snake's Mortar, except that it doesn't travel as high, and you can't charge it. However, it travels quicker than the Mortar, and can be used to hit enemies above and below you. The grenade won't hurt you, so you are safe to use it close to the ground, but it deals low knockback, so you won't be able to score a KO with it until your opponent is over 250% damage. The fact that you turn to a small target makes it harder for opponents to hit you, so you may end up using this primarily for this size advantage. Cortez puts his Grenade Launcher over his head, and fires a grenade towards the sky, which explodes either when it hits an opponent, or as soon as it hits a surface. This grenade cannot be picked up and thrown by characters.
This is a decent move, but you shouldn't expect to score any KOs with it.
Smash Attacks
Neutral Smash= Punch+Barby Gimp+Medium
(2%, 4%, 7%- low knockback)
- Tiny start up lag
- Short range
The neutral smash consists of 3 separate attacks- a single punch, a kick to the shins, then a swipe with your claw. You can do good damage with this, but there is a slight lag between each different step in the combo. The first two parts deal no knockback, but the claw swipe deals low knockback, so if you want the opponent to back off it would be better to finish the combo rather than trying to counter, or run away in the middle of it.
This is just your standard combo, so it isn't useful for scoring KO's, but it can be used to effectively rack up their damage.
Forward Smash= Monkey Gun+Monkey+Small
(30%- medium knockback)
- Large start up lag
- Long range
Whilst this move may seem like a great kill move, you must take two things into account. The startup lag is four seconds, and you turn into Monkey, a small character when using this move. However, if you get the opportunity, and you know it will hit, then try and use this move. It has long range, and shoots a continuous stream of bullets in one go. The damage of this move is great, and the fact that you turn small helps you dodge attacks, but the amount of time you spend getting the gun ready leaves you extremely vulnerable.
The Monkey Gun shouldn't be used to KO opponents, as it lacks the knockback, but it should be used to attack the opponent once they land from a helpless fall, as the bullets travel the full range of the screen, and travel at a rapid rate.
Down Smash= Fire Extinguisher+Ringmistress+Medium
(3%- medium knockback)
- Tiny start up lag
- Short Range
Before you dismiss this attack due to it's low damage potential, keep in mind that it isn't an offensive tool. It is actually a tool that should be used to space yourself, and keep your opponents away from you- so the damage that it deals is a bonus. The unique thing about the Fire Extinguisher is that as soon as you start the attack, you will transform, and begin spraying the ground almost instantly- making it a difficult move to predict. If fully charged, the spray will last for five seconds, but on spray will only do 3% damage, no matter how long you charge it for.
You shouldn't charge this if you don't have to, because the longer you charge, the mire vulnerable you are. The best strategy is to use it when your opponent is getting too close for comfort, then either counter attacking or retreating from your opponent. If used against a character who is manipulating fire for offensive means, the Fire Extinguisher can put the fire out if timed right.
Up Smash= Brick+Stone Golem+Large
(7%- no knockback)
- Slight start up lag
- Medium range
The brick is a great damaging tool, as it can ricochet from enemies to deal good damage, but that is it's problem- it could also ricochet and hit you. Each time a brick hits it does 7% damage, and the brick stays on screen for 5 seconds before disappearing. You can only have one brick per Cortez on the screen at a time, and you have to wait until the brick falls off the stage or 5 seconds pass before you can use a new one. If all 4 Cortez's are using the brick then expect the match to get pretty hectic, and for damage percentages to go very high. You turn into Stone Golem, a large character, during the time it takes to get a brick out, so you are more vulnerable to attacks. Cortez throws the brick at a very slight upwards angle, so the brick travels in a slight arc.
The twist with this is that you need to wait just under 2 seconds for him to pull the brick out, otherwise it won't work, meaning that you can't slight smash- you need to complete the full sequence. This move leaves you very vulnerable, but is devastating if used correctly.
Final Smash
Time Crystals
For his Final Smash, Cortez summons a large group of Time Crystals which spawn in the middle of the stage. The energy from these crystals causes enemies to move even slower than the would if they were affected by the timer item. They basically freeze in place.
This is were the Final Smash shines- they stay frozen for 15 seconds, and they don't move when you hit them. However, they don't take any knockback either, so any attacks you use against them will just inflict physical damage, so you should use your strongest attacks to build up damage.
However, the main thing that makes this Final Smash unique is that if you manage to deal 100% worth of damage on the Time Crystals within the 15 seconds, they will explode in a bright white light, instantly KOing your opponents.
This Final Smash is great, as it allows you two ways to attack your opponents. You can either go over to them and attack them, or you could try and destroy the crystals in time, and guarantee a kill.
Taunts
Up taunt= Puts his finger to his mouth and whispers, "Sshhh... Mom's the word."
Down taunt= Cortez takes out a Plasma Autorifle, and puts it behind his back.
Side taunt= Cortez transforms to Hans, and says, "Hey! Wanna be in my gang?"
Victory Poses
1= Cortez does a fist pump, and shouts out "I'm Ready!"
2= He jumps through a Time Portal, then jumps out wearing one of the hats that you wear with the silly hats cheat in the Timesplitters games. He then starts looking round, confused.
3= He does a short hop backwards, then points towards the screen, and exclaims "It's time to split!"
Losing Pose
Cortez screams out "**** IT!" before dropping to the floor and shaking his head.
Codec
Snake: Otacon, who's the bald guy with the weird device on his wrist.
Otacon: That's Sergeant Cortez Snake, he's from the future.
Snake: What?! I suppose this is the sort of thing you'd be interested in.
Otacon: That device on his wrist allows him to travel through time, your technology is primitive to what he has.
Snake: That's fantastic and all Otacon, but can you give me any useful advice?
Otacon: Snake, just be careful, your weapons may be outdated compared to his, but he's still human. If you get the time though, could you ask him about that time device?
Snake: Shut up Otacon!
*END TRANSMISSION*
Credits Theme
Future Perfect
Stage
Chinese
This stage is the only one to have appeared in all 3 games in the Timesplitters series, and it features cameos of the characters who have been in all 3 games- which is why they don't actually appear in the moveset itself. These characters will be running around the level, fighting each other, so there is a chance that these characters may come down and attack you in order to get to their opponents.
The characters that appear are:
- Captain Ash
- Harry Tipper
- Robofish
- Duckman Drake
- Gingerbread Man
- Badass Cyborg
- Chinese Chef
- Chastity Detroit
You can kill these characters, but they will respawn elsewhere in the level, so you can't get rid of them for good. They will carry any of the following weapons:
- Pistol
- Shotgun
- Assault Rifle
- Sniper Rifle
- Rocket Launcher
This level is a scrolling stage, but there is a catch; the level only scrolls when the character who is behind walks to the edge of the screen. Therefore, if you are behind, you have control of the stage scrolling, so you can try to outrun your opponents, and leave them behind as the stage travels. A flag will appear on the character who is able to move the stage. When everyone is at the same damage %, the stage will not scroll. There are no fall off holes in the stage, but there are some walls. There is a bar on the left and right sides of the screen- the left bar being the health bar from Timesplitters, and the right bar being the armor bar. These can't be touched- they are there to help the person in charge of scrolling, because when you pass the bars, that is when the stage scrolls.
The stage shares the basic layout from the actual level, but it modifies some areas, and gets rid of some altogether. You will always begin in th alleyway that you start in during the story mission in Timesplitters.
When traveling from left to right, this is the order in which you will travel:
- Alleyway
- Side of building
- Area with roof
- Garden
- Outside of building
- Foyer
- Steps near gong
- Dining room
- Corridor near toilets
- Kitchen
- Steps to basement
- Basement corridor
- Main basement
- Pathway to alley
From there the cycle repeats again.
This truly is a unique level, as it is very large, and you can control the way it moves, meaning that you will 'play a different sort of level every time. However, due to this, this stage will obviously be banned in tournament play, but it doesn't mean it isn't a lot of fun to play on.
Event Mode
Sergeant Cortez appears in the events with all characters, plus the one with the final set of unlockables. However, Cortez features prominently in two events, one as a playable character, and one as an opponent.
Event 28: Time to Split!
Play as: Sergeant Cortez
Play against: Falco
Stage: Chinese
Time Limit: None
Unlock: Future Perfect- CD
Description: There is a raging battle going on. Allow it's participants to score the KO.
In this match, you play as Cortez in Chinese, and your opponent is Falco, who has a speed advantage over you. However, you shouldn't be the one to KO Falco during this match, the characters that appear on the actual level must score the KO. They are invincible, and their weapons deal double the knockback, so it is easier for them to KO the opponent, and you.
The best strategy to use is to get Falco to over 100% damage, and then move round the stage to try and find the characters.
Event 31: Mapping out
Play as: Solid Snake
Play against: Sergeant Cortez
Stage: Final Destination
Time Limit: 3 minutes
Unlock: Berserker Splitter Trophy
Description: The Space Marine has his radar constantly turned on. Switch it off before you are spotted.
In this event, Cortez's Radar Map special is constantly activated, meaning you will be a small red dot, whilst Cortez will be visible. You have 1 stock each, and you must KO Cortez within 3 minutes. No items will spawn, so you must rely on your techniques.
This match is fairly easy just as long as you keep track of your character, so stay focused and you should win.
Assist Trophy
Berserker Splitter
The Berserker Splitter is a character styled assist trophy, due to the fact that he will move around the field to try and take out opponents of the one who summoned him. He is truly a great assist trophy, and if a slow character, such as Cortez, releases him, then they have a temporary valuable ally.
Berserer Splitter, being a Timesplitter, has the ability to turn invisible at will, which it uses as an assist trophy to sneak around and surprise it's victims. It's invisibility is similar to the cloak from Melee, but shares the functions of their invisibility in the Timesplitters series, were they can be spotted, but you need to have a good eye to do so.
His second ability is the power to use bolts of electric energy as a projectile to hunt down their opponents. The Berserker Splitter holds both arms above his head, and forms a ball of crackling blue energy. He then lets out his trademark roar, and shoots it towards an opponent, dealing 13% damage and homing in. If it hits a character's reflector, or someone wearing a Franklin badge, it will reflect back to the one who summoned the Splitter, no matter were they are, and deal 26% damage. This is truly a high risk, high reward assist trophy, as it has the potential to do large damage to you.
The Splitter's final ability is a more simple one- he crawls after his opponent, leaps towards them and pins them to the ground. He will then begin to eat at their flesh for 7 seconds, dealing 4% damage each second, for a total of 28%. Whilst a character is pinned, they can't move, so you can try attacking them whilst they are in this state to deal fantastic damage. If the Berserker Splitter pins leaps onto an enemy whilst they are in midair, it will act as a meteor smash. He will grab hold, and bring them down to the ground, or to their doom.
Trophies
Sergeant Cortez= Sergeant Cortez is one of Earth's finest Marines, and that is why he was chosen along with Corporal Hart to retrieve the Time Crystals from the Timesplitter's Space Station. Cortez manages to find them, but his friend is murdered. He takes destroys their Space Station, and returns back to Earth with the Time Crystals to find it had changed for the worse. He then set out to travel through time again to stop the Timesplitter War before it ever began.
First Game= Timesplitters 2- 2002 (PS2, XBOX, GC)
Last Game= Timesplitters Future Perfect- 2005 (PS2, XBox, GC)
Time Crystals (Final Smash)= These are rare artifacts that are related to the Timesplitters, and are the key for them to travel through time. All though it was originally believed that stealing them would stop them traveling through time, the General and Anya came to the conclusion that if the Crystals were destroyed, then that would stop the Timespliters from ever existing, and would wipe any mayhem that they had caused from history.
First Game= Timesplitters 2- 2002 (PS2, XBOX, GC)
Last Game= Timesplitters Future Perfect- 2005 (PS2, XBox, GC)
Captain Ash= Once a man from the military, the good old Captain left to explore the world with his feisty sidekick, and search for rare treasures. His adventures with Cortez in Scotland, 1924, took place on an island above the place were the Time Crystals were actually located, but this was only revealed later on.
First Game= Timesplitters- 2001 (PS2)
Last Game= Timesplitters Future Perfect- 2005 (PS2, XBox, GC)
Harry Tipper= Harry was the cop who busted Mr. Big's illegal plans in 1970. A cool guy, it was unknown that he had other jobs, including being a ladies man, owning a club, and a night time job as a secret agent, determined to stop the evil tyranny of Khallos.
First Game= Timesplitters- 2001 (PS2)
Last Game= Timesplitters Future Perfect- 2005 (PS2, XBox, GC)
Chastity Detroit= Chastity Detroit was a member of the LAPD in 2005. She worked with Deacon Swain to help stop the cyborg's plans in Cyberden. 14 years later she was helping a hacker clear is name, but it was unknown whether she was still working for the LAPD at this time, or if they were just friends.
First Game= Timesplitters- 2001 (PS2)
Last Game= Timesplitters Future Perfect- 2005 (PS2, XBox, GC)
Badass Cyborg= Badass Cyborg is a cyborg who once resided in Cyberden with his 3 fellow cyborgs, Female, Siamese, and Tuxedo. Once Deacon Swain and Chastity Detroit steal their data CD and stop the cyborg's plans in 2005, Badass ends up living on the streets, where he was last seen searching for his bus pass and spare-brain whilst under fire from the military.
First Game= Timesplitters- 2001 (PS2)
Last Game= Timesplitters Future Perfect- 2005 (PS2, XBox, GC)
Chinese Chef= The Chinese Chef is well known for his tasty food, and the problems he has with certain food products of his coming alive. He worked for Mr. Big in 1970, helping protect his hideout, which happened to be the Chinese restaraunt, from the police. However, Big was captured, and now the Chef focuses on keeping his restaurant at it's former glory.
First Game= Timesplitters- 2001 (PS2)
Last Game= Timesplitters Future Perfect- 2005 (PS2, XBox, GC)
Duckman Drake= Poor Duckman Drake has had an unfortunate life, constantly being hunted by balding men. Living in this sort of fear corrupted him, and now he uses any weapons left behind by hunters to rebel against them, and fight back. The hunter truly does become the hunted with this guy.
First Game= Timesplitters- 2001 (PS2)
Last Game= Timesplitters Future Perfect- 2005 (PS2, XBox, GC)
Gingerbread Man= Created with an overdose of raising agent in one of the Chinese Chef's recipes, the Gingerbread Man is a corrupted creature who is sworn to destroy those who would try to eat him with his trusty shotgun. How he found the shotgun is debatable, but some think he had a deal with Calamari.
First Game= Timesplitters- 2001 (PS2)
Last Game= Timesplitters Future Perfect- 2005 (PS2, XBox, GC)
Robofish= Robofish is a small peculiar robot with a goldfish bowl on his head. Even though he could possibly be called the mascot of the first game, not a lot was known about him. He spoke for the first time in Future Perfect, but he didn't reveal anything. Truly an enigma.
First Game= Timesplitters- 2001 (PS2)
Last Game= Timesplitters Future Perfect- 2005 (PS2, XBox, GC)
Berserker Splitter= Berserker Splitter is the most modern member of the Timesplitter family, but that doesn't mean it isn't deadly. In fact, Berserker Splitters show no mercy to the human race, and have no problem eating live Marines. However, it turns out that these weren't from a different dimension, as it was previously thought...
First Game= Timesplitters Future Perfect- 2005 (PS2, XBox, GC)