Wilhelmina Carmel
"Your opponent is me ~de arimasu."
"Begin."
~ ~ ~ ~ ~
Character Backstory ~de arimasu
Information
~ ~ ~ ~ ~ ~ ~ ~ ~
Wilhelmina Carmel is a character from the anime (and light novels and manga) "Shakugan no Shana." It would be wise, before continuing, to educate yourself as to the terminology of the series, which you can do
here. Wilhelmina is a young woman who is always dressed in a maid outfit, and is also a Flame Haze. Among Flaze Haze, she bears the title "Manipulator of Objects" (or, in some translations, "Manipulator of Ten-Thousand Ribbons"). She has the ability, as such, to form and manipulate ribbons around her not unlike those found on her outfit. As a Flame Haze, she, of course, can also control fire and explosions like other Flame Haze. Her flame when she does so is a bright pink / magenta color. Her personality is somewhat stern, but she is an understanding and overly-polite person as well, finishing nearly every sentence, even those directed toward her enemies, with "~de arimasu" (an outdated Japanese expression of politeness without a very direct translation to English).
Her contract as a Flame Haze is with Tiamat, a female Lord of the Crimson Realm known by the title "Illusionist Crown" (or, in some translations, "Crown of Fantasies"). Tiamat is portrayed as being far from sociable, and expresses herself very briefly, usually through no more than a word or short phrase. Tiamat takes the form of the "headband" of Wilhelmina's maid outfit, and can also take the form of a mask in the heat of battle. Tiamat's personality is roughly the same as Wilhelmina's, blunt and resolved, but not without an ability to understand and appreciate the concerns of others. She often adds her two cents or summarizes directly after Wilhelmina finishes talking.
Links ~de arimasu
Helpful
~ ~ ~ ~ ~ ~
Statistics ~de arimasu
Ability analysis
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Size: She's a little shorter than, but roughly the same size as Link
Weight: She's no featherweight, but she can be knocked around more easily than most characters
Power: She's not a powerhouse, but she doesn't have trouble getting by
Jumps: She has 5 jumps, due to the Flame Haze's ability to move freely through the air
Jump (1): Among the highest ground-based jumps in the game
Jump (2-5): These are fairly average, but their sheer number is enough to make them good
Speed (Walk): In a maid outfit, you can't expect her to go too fast
Speed (Run): Once she decides to book it, though, she moves a bit faster than the average character, since her so-called "run" is more of a low-to-the-ground hovering rush forward
Traction: She turns around at a relatively average speed, but thanks to her hovering dash, she doesn't trip as often as most other characters
Speed (Attack): She's usually pretty quick to whip out those ribbons
Speed (Falling): She doesn't float like a piece of paper, but she stays in the air more aptly than most characters
Range: Those ribbons can be manipulated to reach pretty far
Crouch: She drops to her knees with her hands on the ground, getting her down pretty far
Crawl: This Flame Haze isn't above crawling on her hands and knees if it means victory
Wall-Kick: She can kick off walls, though the propulsion she gains from it is mostly horizontal
Wall-Cling: Despite her various abilities, she can't cling to walls
Glide: She may be highly capable in aerial combat, but she doesn't resort to "gliding"
Moveset ~de arimasu
Battle
~ ~ ~ ~ ~
Standard Attacks ~de arimasu
Basic
~ ~ ~ ~
Standard Combo ~ Ribbon Spread
Wilhelmina spreads her arms to either side and a mass of ribbons immediately shoot out around her. They cover an area about the size of Bowser. As the ribbons shoot out, they'll damage enemies within range for 8% damage and decent knockback. She can hold them out, but the only thing they'll do after that point is absord a single hit, regardless of the damage, tearing to shreds upon receiving the hit. There is little startup lag, but moderate ending lag, whether the ribbons are torn or manually retracted.
This serves as an effective close-ranged attack, and it's also somewhat useful for defense against some projectiles ~de arimasu.
Breathing room.
[ 8% ]
Forward Tilt ~ Ribbon Slap
Wilhelmina shoots forward a single ribbon, reaching about as far as Ike's F-Tilt does, where it gives a quick backhand-like slap before quickly retracting. The hitbox is disjointed, and the area between the tip of the ribbon and Wilhelmina is not a hitbox. This move has little startup or ending lag, and deals a mere 5% damage with light knockback to enemies hit.
This attack executes quickly, which, when coupled with its decent range, can force opponents to keep their distance ~de arimasu.
Spacing.
[ 5% ]
Up Tilt ~ Grounding Pull
Wilhelmina sends two ribbons upward, about the height of two Stage Builder blocks. If they contact anyone on the way up, they will wrap around their legs (or an acceptable substitute for characters without feet), pulling them to the ground. They'll be yanked down fast, hitting the ground with a thud that deals 8% damage and leaves them lying on the ground. There is moderate startup and ending lag on this move, and the ribbons shoot up about as fast as Zero Suit Samus' Plasma Wire.
This is useful for hindering opponents who try to attack from above, halting their attacks and forcing them downward ~de arimasu.
Force close combat.
[ 8% ]
Down Tilt ~ Trap Ribbons
A few of Wilhelmina's ribbons shoot into the ground, vanishing under the surface. For the next five seconds, if an enemy steps within about half a Stage Builder block's width of the area this was used on, the ribbons will quickly shoot out of the ground and grab their ankles, restricting them from moving. Button mashing will help them escape more quickly, but they are unable to perform any other actions until they escape. Wilhelmina cannot set a second trap at a time, a second use of this move nullifying the first. This move has relatively average startup and ending lag.
Those caught in the ribbons should be subjected to other attacks until they break free ~de arimasu.
Set up attack.
[ 0% ]
Dash Attack ~ Reverse Ribbons
This attack does not halt Wilhelmina's dash as most Dash Attacks do. She will continue dashing at a normal speed during and after this move. When used, a couple of Wilhelmina's ribbons will shoot out behind her, about the length that a Fire Flower's flame's reach, causing flinching knockback and 2% damage to anyone they hit. They shoot out and retract quickly, with little lag on either end of this move.
Because this attack strikes to the rear, it should be used primarily during escapes, to help increase the distance from opponents ~de arimasu.
Halt pursuers.
[ 2% ]
Smash Attacks ~de arimasu
Stronger
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Forward Smash ~ Piercing Ribbons
Wilhelmina thrusts one hand forward, and about half a dozen ribbons shoot straight forward at a pretty fast speed. The longer you charge this Smash attack, the further they'll shoot forward. At weakest charge, they'll reach about as far as Mario's F-Smash reaches, but at full charge, they can reach halfway across Final Destination. As they shoot forward, they'll deal 14 - 22% (also determined by charge) damage and pretty good knockback to anyone they contact. There is little startup lag, but Wilhelmina takes a second to pull the ribbons back to her, and is vulnerable while doing so. The ribbons also have rather weak priority, and will bend away from any hits they receive, becoming incapable of dealing damage. Wilhelmina will still have to take time to retract them if they are hit and canceled.
A fast and powerful move, but is easily canceled or punished by wary opponents ~de arimasu.
Exercise caution.
[ 14 - 22% ]
Up Smash ~ Ribbon Launch
Ribbons bend down to touch the ground below Wilhelmina while this move is charging. As you charge, more and more of them bend down. Depending on charge, anywhere from one to five ribbons may be bent down. When the attack is released, all the ribbons straighten up sharply, launching Wilhelmina into the air. She will launch up approximately the same number of Stage Builder blocks' height as the number of ribbons propelling her (For example, three ribbons would launch her up the height of three Stage Builder blocks). She shoots up at about the speed of a Falcon Kick, and becomes a hitbox while she moves, dealing 16% damage to anyone she hits. Her priority is nice, but there is significant startup lag on this move, and it charges more slowly than most. Luckily, the ending lag is minimal, as Wilhelmina becomes controllable in the air.
Useful in attacking airborne opponents and in discouraging opponents from battling on the ground ~de arimasu.
Strong jump.
[ 16% ]
Down Smash ~ Ribbon Whirl
Wilhelmina spins around rapidly, two ribbons outstretched to either side. The ribbons reach about one-fourth the length of Final Destination to either side. The length of time she'll spin for is determined by the amount of charge this Smash Attack receives. At minimum charge, she'll spin around only once, dealing 2 hits (one from each ribbon) to either side. At maximum charge, she'll spin five times, dealing 10 hits to each side. Hits occur roughly once every quarter-second. Hits from the ribbons deal only 1% damage, with weak knockback toward Wilhelmina. As she finishes spinning and draws her ribbons back in, wilhelmina jumps a short distance into the air and performs a powerful split kick, damaging anyone close enough to her for 14% damage and pretty good knockback. This move has moderate startup and ending lag.
Charge up to increase the chance of opponents being brought close enough to be hit by the final hit ~de arimasu. Additionally, beware of short opponents who may duck under the outstretched ribbons ~de arimasu.
Recommend landing kick.
[ 2 - 10% + 14% ]
Aerial Attacks ~de arimasu
Versatility
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Neutral Aerial ~ Ribbon Spin
Wilhelmina drops very slowly for the duration of this attack, including lag times. She winds her arms up, ready to spin, then begins twirling around very rapidly, ribbons encircling her. The ribbons fire off shreds that travel about one-fourth the length of Final Destination to the right and left. These shreds fire off along straight paths, directly horizontal. This lasts for about one second, before Wilhelmina stops spinning and her ribbons retract. While spinning, she herself deals 6% damage and weak knockback to anyone who touches her. The shreds that fly out around her, though, deal multi-hit damage up to 12%. There is quite a bit of lag on either end of this move.
Use this to strike at opponents from a distance in the air, or to prevent vertical movement from opponents.
Horizontal blockade.
[ 6% or Up to 12% ]
Forward Aerial ~ Drill Ribbon
Wilhelmina pauses in mid-air to use this attack. She pauses and holds her arm back, as ribbons begin swirling around it, forming a spinning drill shape about as long as Wilhelmina is tall. After a time, she throws her arm forward, shooting the conic ribbon formation forward at a 45 degree angle downward toward the ground. Opponents it strikes will be pushed down with it, and dealt multi-hit damage the entire way. It travels about as fast as Ness' PK Thunder. When it strikes the ground, any opponents caught by it will be shoved to the ground, receiving an additional 10% damage and falling on their backs as the ribbons disperse. There is moderate ending lag, but the startup lag is comparable to a Warlock Punch.
The downward angle at which the drill is launched can allow this attack to force opponents who aren't over the stage downward past the blast zone ~de arimasu.
Very slow.
[ Variable Damage + 10% ]
Backward Aerial ~ Defense Web
Turning around quickly in mid-air, Wilhelmina creates a web formed of ribbons behind her. She falls at her usual speed while using this move. The web is thin horizontally, and about as tall as Bowser vertically. The web remains in mid-air for three seconds, and Wilhelmina may use this move multiple times without waiting for the previous web to disappear. The webs will serve as walls that block both the attacks and movement of other characters, but will allow Wilhelmina and her attacks to pass through them. There is moderate startup and ending lag for this move.
A defensive move that prevents opponents from attacking or getting close. Often useful for setting up other attacks ~de arimasu.
Protection.
[ 0% ]
Up Aerial ~ Vertical Reversal
Wilhelmina throws an arm upward, and a lone ribbon shoots up. It goes about as high as Zero Suit Samus' Plasma wire, and will grab the legs of the first opponent it touches. If this happens, Wilhelmina will be boosted upward as the opponent is pulled downward by the ribbon, effectively changing the location of the two. Opponents are unable to perform actions until they are released, which happens as soon as the location change is completed. There is moderate startup and ending lag on this move.
Use this attack to prevent attacks from above, or to get above an opponent ~de arimasu.
Gain advantage.
[ 0% ]
Down Aerial ~ Carrier Wrap
Wilhelmina projects a ribbon downward, in a similar way to her Up Aerial. However, upon hitting and grabbing an opponent, this ribbon will simply hold onto the opponent. Wilhelmina is free to move around with them hanging below her, then, until they break the grip. She can land, setting her opponent down and then moving to either side to perform a ground-based attack, or hammer them with Aerials. However, they will not be able to be knocked further away from Wilhelmina than the length of the ribbon allows. Wilhelmina suffers moderate startup lag and significant ending lag to this move. If the ribbon's grip is broken while Wilhelmina is airborne, she will enter a helpless state.
This allows easy manipulation of opponents, because of both control over their location and their inability to attack or defend ~de arimasu.
Suicide KO.
[ 0% ]
Grab and Throws ~de arimasu
Direct control
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Grab ~ Extended
Wilhelmina shoots forward a single ribbon, which will wrap tightly around the first opponent it touches. It travels forward about as far as Link's Clawshot, but retracts more quickly if it misses.
Useful for dealing with close-ranged situations ~de arimasu.
Fast extension.
Pummel ~ Constrict
Wilhelmina tightens the ribbon wrapped around her opponent. This can be repeated at a relatively average rate, and deals 2% damage each hit.
This is not unlike this type of attack from most other fighters ~de arimasu.
Standard.
[ 2% ]
Forward Throw ~ Flare
Wilhelmina holds a hand forward, and a flurry of magenta embers sprays forth from it. These will deal multi-hit damage up to 8% to the victim, and will reach beyond the captive, hitting all opponents in front of Wilhelmina for about one-fourth the length of Final Destination. This Throw is of average speed.
Use this to strike multiple opponents after grabbing one ~de arimasu.
Fire attack.
[ Up to 8% ]
Backward Throw ~ Twister Toss
Wilhelmina begins spinning around rapidly, her victim spinning around her. Anyone who touches either of them will receive 2% damage and light knockback. After two seconds, or upon another press of the Grab button, Wilhelmina will release her opponent, who will fly off in the direction they were currently moving with good knockback. This attack, however, deals no damage to the victim.
This technique prevents opponents from punishing a grab in a "Free-for-All" ~de arimasu.
Unpredictable launch direction.
[ 2% ]
Up Throw ~ Slingshot
Wilhelmina drops her opponent to the ground, still entangled, as the ribbons form a sort of hammock shape beneath them. They are then launched into the air. This is a somewhat slow Throw, and deals only 7% damage, but tilting the control stick before the launch can alter the victim's launch direction by up to 45 degrees.
The control of this Throw makes it useful in many situations ~de arimasu.
Targetting.
[ 7% ]
Down Throw ~ Tangler
Wilhelmina unleashes a flurry of ribbons on her opponent, who becomes completely entangled in them as she releases her grip. They will then be able to move, although more slowly, until they shake off the ribbons, which is about as hard as shaking off a flower effect. In addition to moving at about half their normal speed, those who have been entangled will have no access to their mid-air jumps.
This attack prevents thoroughly-damaged foes from being able to fight back well ~de arimasu.
Secure KOs.
[ 0% ]
Special Attacks ~de arimasu
Unique
~ ~ ~ ~ ~
Neutral Special ~ Battle Mode
This attack is used to switch Tiamat from a headband to a mask and back, toggling Wilhelmina's "Battle Mode." This happens relatively fast, in about half a second. When in Battle Mode, Wilhelmina's attacks all deal double damage and a little extra knockback. However, she can only remain in Battle Mode for twenty seconds before she will automatically revert back to normal, at that point becoming tired and taking double damage and a little extra knockback for twenty seconds. Receiving attacks while in Battle Mode will slightly shorten the time Wilhelmina can stay in Battle Mode, about a second less for every 10% damage received. While not in Battle Mode, Wilhelmina recovers her ability to stay in Battle Mode. For every five seconds she is not in Battle Mode, she will regain one second of time to be spent in Battle Mode.
Use this ability before necessary attacks to maximize performance ~de arimasu.
Timing.
[ 0% ]
Side Special ~ Shred Burst
Wilhelmina shoots a few ribbons forward, which around about as long as Ness' PK Thunder (with the tail) and travel almost as fast as Link's arrows when fully charged. If the ribbons strike anyone, they will deal flinching knockback and no damage. However, if the ribbons are struck by an attack, they will burst into shreds that begin glowing magenta and float around the person who hit the ribbon. After a random interval of time between one and three seconds, the ribbon shreds will explode violently, dealing a total of 16% damage and decent knockback to their victim.
Use this as a countermeasure to foreseen attacks that can be canceled or are not a direct thread ~de arimasu.
Projectile counter.
[ 16% ]
Up Special ~ Ledge Swing
Wilhelmina shoots a ribbon upward and forward, at a 45 degree angle to the vertical, for a length similar to Olimar's Pikmin Chain with all six Pikmin. If there is not a ledge nearby, opponents hit by the ribbon will be quickly grabbed by it and throw upward, for 8% damage and light knockback. If there is a ledge, this attack, like other tether recoveries, with automatically latch onto it. However, unlike most characters, Wilhelmina will not hang from her tether. Instead, she'll pull the ribbon and put a leg forward, launching herself up over the ledge with a flying kick. She'll move about as fast as Captain Falcon does during a Falcon Kick, dealing 10% damage and decent knockback to anyone she hits, and the distance she'll travel past the ledge is the same as the distance she was from it when her ribbon grabbed it. This move will put Wilhelmina in a helpless state if it fails to grab a ledge when used in the air.
Essentially an automatic ledge attack, but with extra distance covered ~de arimasu.
Recovery.
[ 10% ]
Down Special ~ Fuzetsu
Wilhelmina lifts one hand skyward and shouts
"Fuzetsu!". The area around her the size of Luigi's Negative Zone suddenly dons a reddish tint, and any opponents caught in it at the split second it is created will be frozen in place. Frozen opponents essentially have super-armor until the Fuzetsu is let down ten seconds later, but are unable to move, so Wilhelmina is free to use attacks on them. The Fuzetsu can be spot-dodged as it appears, but shielding opponents will still be frozen. Items will also be frozen in the Fuzetsu, and moving stages will stop moving while it exists. There is moderate startup lag and ending lag to the casting of the Fuzetsu. Opponents who are not frozen can walk freely through the Fuzetsu without suffering any consequences. Whether the Fuzetsu is successful or not in freezing any opponents, Wilhelmina will be unable to use this move again for 50 seconds past the end of the Fuzetsu. When she is able to use the move, she will say calmly,
"Ready ~de arimasu." and very briefly glow a bright magenta color.
Use this at a good time to freeze opponents and deal damage ~de arimasu.
Accumulate damage.
[ 0% ]
Final Smash ~de arimasu
Ultimate attack
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Final Smash ~ Cocoon Inferno
This is a catch Final Smash like Meta Knight's or Ike's. Opponents must be within about one Stage Builder block's length of Wilhelmina in any direction when this move is used for it to be successful. Wilhelmina wraps said area in ribbons, with herself alongside her opponents within it. If the move fails, she will immediately dismantle the cocoon and lose the Final Smash. If it is successful, she and her caught opponents become unable to take damage from outside the cocoon. The cocoon begins seething with magenta flames and explosions for about five seconds, giving opponents a total of about 60% damage. At the finish of this, the cocoon falls apart and battle resumes as normal. Opponents caught receive no knockback from this Final Smash.
Secure the hit before using this move to avoid waste ~de arimasu.
Extreme damage.
[ 60% ]
Extras ~de arimasu
Unnecessary
~ ~ ~ ~ ~
Playstyle Summary ~de arimasu
Strategy
~ ~ ~ ~ ~ ~
Wilhelmina relies on effective spacing to be a worthy opponent. Her Standard Combo and Grab are her only real options for fighting up close. Wilhelmina players should be careful to maintain good distance from their opponents, and must know the range of their attacks well to play effectively.
Aerials should be used frequently, as they serve a variety of uses. Her F-Air is among her most potent KO options, the B-Air is a crucial defensive option, and the D-Air serves as a powerful setup move. In addition, the fact that she has five jumps makes it easy to perform these moves is succession.
Ground-based combat for Wilhelmina relies even more heavily on spacing. Her F-Tilt is a simple, but effective attack for maintaining space, and her Dash Attack helps her retreat if enemies get too close. Setting traps via the D-Tilt is recommended to force opponents into desirable locations.
Battle Mode should be used when trying to score a KO. Using it recklessly will leave you weak and vulnerable to your opponent's attacks. Use her Side Special as you would a normal counter, especially against predictable or projectile attacks, since projectiles may be canceled by the ribbons. Her Up Special should be used mainly for recovery, as it doesn't have a lot of practical application otherwise. Her Down Special, like Battle Mode, should be employed with good judgment concerning timing. Use of the Fuzetsu in conjunction with Battle Mode can be a deadly combination, as the first will allow you to rack up damage and the second will allow you to score easier KOs.
Taunts and Victory Poses ~de arimasu
Cease battle
~ ~ ~ ~ ~ ~ ~ ~
Up Taunt ~ Melon Bread
Wilhelmina takes out a piece of melon bread (she was the one who always bought them for Shana, leading melon bread to become Shana's favorite food), then puts it back as she nods to herself and prepares to battle again.
Side Taunt ~ Full Power
Wilhelmina holds an arm in front of her face, looking sternly ahead as she says,
"I have no reason to hold back ~de arimasu." Tiamat resolutely adds,
"Full power."
Down Taunt ~ Lost In Thought
Wilhelmina closes her eyes and holds her hands together as if praying, as the wind blows around her.
Up Victory Pose ~ Training Is Over
Wilhelmina appears in Battle Mode. She touches the mask on her face, and Tiamat transforms back into a headband. Wilhelmina mutters,
"That will be all for now ~de arimasu. Tiamat summarizes more briefly,
"Finished."
Side Victory Pose ~ Predicted Victory
Wilhelmina, eyes closed, states matter-of-factly,
"All has gone as expected ~de arimasu. Tiamat explains what Wilhelmina is talking about with an informative
"Victory achieved."
Down Victory Pose ~ Try Harder
Wilhelmina retracts all the ribbons floating around her as she closes her eyes and says, disappointedly,
"You can do better than that ~de arimasu. Tiamat has only
"Easy." to add.
Loss Pose ~ A Comtemplative Loser
Wilhelmina responds to her loss by simply standing with her arms folded, pondering to herself, no doubt analyzing the battle to find out where she went wrong.
Victory Theme ~ First Ending Theme
From roughly 1:21 to the end of
Yoake Umarekuru Shoujo, the first ending theme of Shakugan no Shana.
Basic Extras ~de arimasu
Small details
~ ~ ~ ~ ~ ~ ~ ~ ~
Universe Symbol ~ Torch
A simple flame shape
(seen here) represents the Shakugan no Shana universe.
Entrance ~ Formality
Wilhelmina can already be seen on the battlefield. She strikes a battle-ready pose as she says
"Your opponent is me ~de arimasu." As the battle begins, Tiamat can be heard to add
"Begin."
Kirby Hat ~ Not Tiamat
Kirby gains a headpiece that looks like Tiamat. It's not, though, of course. He also gains access to Wilhelmina's Side Special, Shred Burst, rather than the Neutral. Kirby's Shred Burst functions the same way as Wilhelmina's.
Wii Remote Sound ~ Preparation
Wilhelmina remains silent, but Tiamat states calmly,
"Ready for anything."
Easter Eggs ~de arimasu
Special circumstance
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Special Victory Pose (vs. Yuji Sakai and Shana)
Wilhelmina stands folding her arms and shaking her head, then says,
"You give too much attention to the Mystes. It hinders your capabilities ~de arimasuka." Tiamat then states simply,
"Distraction."
Long Battles
If a battle lasts for 5 minutes, and Wilhelmina is still fighting, she can be heard to softly utter to herself,
"This is endless ~de arimasu." to which Tiamat promptly replies,
"Mustn't speak negatively."