Warning! Challenger approaching!
(High Quality Fanart: http://tacashi.deviantart.com/art/Iji-Nanomachine-Warrior-102254633 )
The unwilling warrior, Iji Kataiser has joined the Brawl!
Character Origin:
Iji is the main character of the freeware game named... well, Iji. The game is praised for it's high quality, with it's only major flaw being it's simplistic graphics. That is easily forgiven when you consider that, other then the music, the game was made entirely by one person over four years. As the term 'freeware' implies, this game can be downloaded onto your computer for free. See the ending notes for the link.
(History) The Human Anomaly:
Iji's story starts with her on a tour of the military complex her father works at with her family. She glances out the window to see several glowing circles on the underside of large storm clouds. Iji pauses to look just as countless beams of light pierce the clouds, and her world goes white. She awakes half a year later to find herself alone in a room, lying on a metal table. When Iji gets up and looks out the door, she finds several monstrous aliens standing over some dead scientists.
She backs away in horror. Without delay, she hears the voice of her younger brother, Dan, from a nearby speaker. He explains the aliens she just saw were called the Tasen. The Tasen had invaded six months ago and had been destroying everyone in their path. She had been sent into a coma from the initial shock wave. As time was running out, the scientists modified her body with the Tasen's nanotechnology so she would be able to fight them off. The news doesn't get any better. Iji's father and younger sister are dead as well, leaving Dan as her only living relative.
Iji is griefstriken and it takes Dan's careful coaxing to help pull herself together. She exits the safe house she woke up in and prepares to face the Tasen. However, she has clear reservations about killing the invaders despite Dan's indifference towards them. Most of the story changes depending on the player's choices of whether Iji slaughters the enemies or avoid them, but regardless of your path and the changes they make, their are a few things that remain constant.
*Spoilers for the freeware game Iji*
Iji, ignoring her younger sibling's protests, climbs a hatch in the building she's in and onto the roof. There, she sees a desolated landscape and a horde of Tasen ships hovering in the sky. Iji is furious at Dan, who hadn't told her how widespread and grim their situation is. Dan admits that the columns of light she saw six months ago were part of what's called an "Alpha Strike", a large-scale orbital bombardment that varies in power depending on it's users whims, from wiping out most life, to all life, to the full power version that destroys the planet itself.
As the battles rage on, Dan has an idea. The Tasen came to Earth, "Origin" as they referred to it, in order to escape another species of aliens called the Komato, who the Tasen are a subspecies of and have been running from for a long time. They send a distress signal to the Komato to inform them of the Tasen's location to eliminate them. Unfortunately, the Komato are even more ruthless then the Tasen, and are willing to destroy the entirety of Earth with a full power Alpha Strike to eliminate their "inferior" cousins from existence.
Iji encounters several Komato soldiers. The assassin Asha, who becomes set on killing her after she defeats him, the legendary Iosa the Invincible, who survived a direct hit from an Alpha Strike thanks to her experimental Nanoshield (the plans and research for it were lost in said Alpha Strike), and finally General Tor, who admits he despises the war and the idea of the Alpha Strike, but has no choice to because his people and superiors demand it.
*End Spoilers*
Here's some videos of Iji in action:
http://www.youtube.com/watch?v=7VqYPY7jvy0
*Spoilers*
http://www.youtube.com/watch?v=y1McCW1SoWk
http://www.youtube.com/watch?v=FsRWwXZ9Zhk
*End Spoilers
Playstyle Overview:
Iji does well t all ranges, but excells at medium range. Her moves are very strong, but have punishable ending lag. Her moves also give her a great deal of control over the stage if the player can work around her lag. Her main weakness is her light weight in spite of her medium frame and movement. In addition to Iji's light weight, her KO moves are great at long range and terrible at short range, while her best damage options excell at close range but are useless at long range; Iji players will have to carefully control the distance between her and her opponents if she is to perform well.
(Stats) Basic Analysis:
Size:
Tall. She's a head shorter then Samus, but a bit wider. Her bulky Nanogun is, mercifully, not part of her hurtbox.
Weight:
Light. Iji is a young woman, and not very muscular at that. She's a tad lighter then Zero Suit Samus.
Walk Speed:
Average. Iji has great leg strength thanks to her enhancements, but she's slowed by her oversized gun.
Run Speed:
Average. Iji's Nanogun is too heavy for her to carry and run at the same time, but her nanomachines make up for that. She moves about the rate that Mario does.
Dash Speed:
Average. See above.
Traction:
Average. Iji isn't a clutz, and her nanomachines help her focus, but her weapon is still troublesome to move with.
Jump 1:
Good. Despite her only average run and dash speed, she has plenty of leg strength to get into the air. She jumps slightly higher then Zero Suit Samus.
Jump 2:
Average. Iji's fairly acrobatic, but her second jump isn't as good as her first. A little lower then Mario's first jump.
Fall Speed:
Slightly Fast. Iji's weapon weighs her down some, but nothing crippling.
Landing Lag:
Average. Not much to say here.
Overall Recovery:
Average. She has a decent recovery for her damage class, but her Up B can end up KOing her instead of saving her.
Attack Power:
Amazing. She's one of the best in terms of strength. This is her selling point.
Attack Speed:
Horrid. Iji's starting lag is ignorable, but her ending lag is just depressing. Be very careful with what moves you use, when, and where.
Attack Reach (Melee):
Good. She has many disjointed hitboxes, making her very similar to Snake in this regard.
Attack Reach (Ranged):
Great. Iji has a variety of projectiles, all with good range, but they're slightly unwieldly.
Priority:
Average. Iji has much variety, even with her disjointed hitboxes.
Attack Knockback:
Average. Her moves are all over the spectrum in terms of knockback.
Swimming Speed:
Great. Iji's legs allow for powerful kicks.
Swimming Duration:
Average. She has plenty of endurance, but her heavy weapon hinders her with it's weight.
Crouch:
Good. Iji goes down low, halving the size of her hitbox.
Crawl:
Average. Iji crawls on all fours. She's not that low to the ground but she moves quickly for a crawl.
Wall Jump: No.
Wall Cling: No.
Glide: No.
Hover: No.[/Color]
(Stances) Subject's Tendencies:
Entrance:
Two metal prongs appear underneath Iji's starting position. Iji appears in a beam of light, and the two prongs recede into the ground. ("Okay Dan, I'm here.")
Standing:
Iji stands with her left leg forward. She holds her Nanogun with both hands, her left hand on the top groove and her right on the trigger. The butt of the gun is pressed against her stomach, as she tries to keep it as steady as possible. ("Shouldn't have skipped out on gym class when I was younger...")
Idle:
Iji looks left and right, swaying her gun in the direction she's looking. ("Kinda in the middle of a fight here. Maybe you should, I don't know, push a button on that controller?")
Walking:
Iji keeps her back strait, and sways her Nanogun as she moves. She lowers the gun to make it easier to walk. ("No, I'm not going to walk like a model. Get over it, pervs.")
Running:
Iji takes longer strides and leans forwards. She holds her weapon up as she charges in. It looks a little akward thanks to trying to run and keep her gun steady at the same time. ("Why did they make this thing so heavy?!")
Dashing:
Iji breaks out into a full on run. She holds her Nanogun at her side in her right hand, focusing on running instead of keeping the heavy gun steady. ("Screw it, I'll point it when I need it!")
Jump 1:
Iji crouches slightly, then jumps with surprising strength. Somehow, she manages to keep her Nanogun aimed forward. ("Still not used to being able to jump like this.")
Jump 2:
Iji raises her left foot and thrusts it down, somehow gaining altitude. She holds her gun closer to herself to keep from losing her grip. ("Let's say it was nanomachines and drop the subject. This place violates the laws of physics as is.")
Freefall:
Iji's long hair moves upwards as she falls. She half turns to the screen, but keeps her gun pointed in front of herself. Her legs are bent slightly and she has both feet towards the ground, ready to land. (This is why she doesn't wear a skirt.)
Freefall(Helpless):
Iji falls with her back to the ground, in a position that looks like she in a recliner. Her hair is flowing behind her head as she falls, and she manages to keep a firm grip on her Nanogun despite all of this. (The landing's gonna hurt anyways, might as well be comfortable until then.)
Landing:
Iji bends her knees as she lands, and takes her left hand off her gun and places it on the ground to push herself up. (She sticks the landing! The judges are sure to like that one!)
Floating:
Iji floats in a standing position, stomach down in the water and using her weapon as a floating lifesaver. ("Now I can almost forgive how heavy it is!")
Swimming:
Iji floats on her stomach and keeps her Nanogun in front of herself, which seems to float quite well itself. She kicks forward as she moves. ("Much better.")
Drowning:
Iji drops her gun and splashes franticly as she sinks. ("I take it back! I want back on solid ground!")
Ledge Balancing:
She stands strait up, able to keep balance perfectly well even with her Nanogun's weight. She peeks down as she does. (Long way down...)
Hanging From a Ledge:
Iji hangs from the ledge with just her left hand, keeping her right hand on her Nanogun. ("Not that I'm telling you how to play your game, but shouldn't you make me pull myself up?")
Shield:
Light Blue. Iji gets on one knee as she shields, reducing her hitbox slightly. (Do I have to make a funny comment for everything?)
Sidestep:
Iji hops into the background, lowering her Nanogun and taking her left hand off it. ("Yes. Yes you do.")
Forwards Roll:
Iji dives forward and slides a bit after she lands. She keeps her weapon in front of herself, moving her left hand to the back of it until she stops. (Her reflexes really are amazing.)
Backwards Roll:
Iji backflips away and brushes her hair out of her face when she lands back on her feet. ("If I'm going to keep doing this, I really should get a shorter style.")
Air Dodge:
When she air dodge, Iji turns her back to the screen and leans into the foreground. (Another advantage of shorts over a skin tight sneaking suit- no squealing fangirls.)
Crouch:
Iji gets down on her left knee, giving her a remarkable resemblance to Snake when he's using his codec. ("Ota- I mean, Dan. Are you there?")
Crawl:
Iji moves forward on all fours. It's exactly what you would think when you heard the word crawl. (There's going to perverted fanart because of this, I know it.)
Flinch:
Iji pulls back, her shoulders hunching and her back pushing out behind herself. ("Ow!")
Trip:
Iji trips over herself. She turns slightly as she falls and lands on her left side with her cheek pushed against the ground. Her face contorts in agitation and humilation, and she blushes faintly. ("Sakurai!!!" Sakurai: *Laughs* Ocelot: "Join the club.")
Sleeping:
Iji falls on her rear and then her back. She surprisingly manages to keep her right hand curled around her Nanogun's stock. Her chest raises and lowers slowly and slightly as she breathes. ("No, no. I'm not tired. It's only been, what, 36 hours? My nanomachines keep me awake just- *snoring*")
Dizzy:
She stumbles back and forth, her right hand keeps its grip on her weapon while Iji searches for something to steady herself with her left. Iji looks greatly frustrated, and has both her eyes squeezed shut. ("Dang it! Now there's three of 'em!" Dan:"Uh, Iji, you might want to count again after you get your head on strait.")
(Basic Attacks) Standard Equipment:
A - Bash:
Iji's basic attack is not a combo attack. Instead, she lifts her Nanogun over her head, then swings it like a club and bashes her opponent with it. Iji's improvised club does 8% damage, has decent reach, and medium knockback, with virtually no starting lag but medium ending lag. A disjointed hitbox.
---Best used to wallop someone who won't back off, then dodge roll away while they're coming back for some breathing room.
Forward A - Shotgun:
Iji's gun fires a burst of small, yellow pellets in random directions within a 120 degree cone in front of Iji, for a distance equal to a Battlefield platform's length. There are 10 pellets, each of which do 1% damage. Low priority and low knockback, with medium ending lag. This attack is a short range projectile, not a disjointed hitbox.
---This does little damage at the edge of it's hitbox, due to the unpredictable trajectory of the shot, but it has a massive damage at close range. Avoid spaming this attack, since the ending lag will leave you open to punishment.
Down A - Trapmine:
Iji squats down and pulls a small silver box out of her pocket. She sets it down beneath herself. When an enemy walks over it, it explodes with a hitbox the size of Kirby. It's easily visible, thanks to a small flashing light at it's center. The light is the color of Iji's team in team battles and the color of her costume in free-for-alls. When the Trapmine explodes, it does 4% damage, medium knockback, and a full second of hit stun. Each Iji may only have 3 Trapmines active at once. Short starting lag as Iji places the mine, and short ending lag afterwards as she stands up. If she uses this while she already has 3 Trapmines down, the oldest one will vanish. She may place multiple Trapmines in the same place, in which case the damage stacks but not the knockback.
---This is one of Iji's trump cards. Use this to trap opponents for Iji's power moves, or as an obstacle to opponents so she has some breathing room to recover from her horrid ending lag.
Back A - Cracker(Sabotage):
(Use this by taping the control stick back and pressing A before Iji turns around completely.)
Iji's hand glows light bue, and spins around and reaches out her hand towards her opponent. If she makes contact with a foe, the light blue glow will transfer to them. Their next attack will have an additional 0.5 seconds of starting lag, due to Iji's nanomachines. This 'attack' does no damage, knockback, or hit stun. It has average reach, low priority, virtually no starting lag, and short ending lag. The starting lag delay doesn't stack every time you use it, even if the foe hasn't used an attack in between the two times you hit with this move.
---
Yes, Iji has a back tilt. To be honest, I forgot there wasn't a 'back tilt' in SSB until after I made it. I didn't want to get rid of it, and couldn't fit it anywhere else, so I'm giving Iji an extra move. Besides, Iji's game has plenty of hidden moves, so her moveset having one fits. This attack allows Iji to predict and avoid enemy power moves, set up one of her own moves, or recover from her laggier moves. Don't bother spaming it, this move is worthless if your opponent can predict it.
Up A - Splintergun:
Iji swings her Nanogun from in front of herself to directly above her head, then slowly crouches down as the A button is held. If the enemy is hit by the blow, they'll receive 4% damage and low upwards knockback. Low priority in spite of the disjointed hitbox, and short to long ending lag if the A button is released before Iji gets into position.
If Iji finishes the motion, a steady stream of small red orbs the size of Pokéballs shoot from her gun at a rate of 4 a second, each moving strait and flying upwards in a random direction within a 120 degree cone. The orbs hit for 2% damage each, with low knockback aimed in whatever direction they were going and medium knockback. The bursts move at 1/3 the speed of Fox's Neutral B, until they hit something or leave the stage. The attack ends when Iji releases the A button. Long starting lag as Iji gets in position to use this move, and medium ending lag as Iji pushes herself up using her weapon for balance.
---Iji's best anti-air move. Wait until your opponent's high in the air and trying to close in to use this, as the wide, random cone in which the attack hits makes it easy for opponents to slip through. If you can time it so the attack starts when the opponent is nearly on top of Iji, you'll be able to rack up a great deal of damage. Remember, it's useless against a ground bound foe and it's lag really hurts.
Dashing Attack - Pulse Cannon:
Iji skids to a stop and unleashes a flurry of green energy bursts from her Nanogun. The bursts extend 1.2 times the length of a Battlefield platform in a cone shape that is the size of a Pokéball at the start and as wide as it long at the end. The attack lasts as long as Iji is holding the A button, and any opponents that enter the cone of energy take damage over the course of each second, at a rate of 5% per second. This attack inflicts no knockback or hit stun. The attack has a disjointed hitbox. The starting lag is ver short, and medium ending lag, which occurs when Iji's player releases the A button.
There are two special things of note, however. First, this attack has no priority. It can't be canceled with another attack, regardless of priority, but cannot cancel any opposing attacks in and of itself. Second, Iji can jump while using this attack and even turn around, but if she stops firing in the air she immediately enters freefall, and she cannot perform any attacks or a second jump while she is using it.
---This attack is a powerful damage dealer and Iji can move around while firing, allowing her to evade attack while doing so. However, opponents do not flinch while being hit, so they can attack Iji like it wasn't even there. Use it on slow and/or laggy opponents who Iji can evade and attack at the same time. It's also smart to place a few Trapmines with her Down A so she has an escape route for when things start getting crazy.
(Aerials) Airborne Abilities:
Neutral A - Cracker(Stun):[/u]
This is very similar to her Back A, Iji stretches her arm out in front of herself, a faint light blue glow wrapping around it. If a foe she hits with this move uses any attack other then their Up B within the next 2 seconds, they'll receive an electric shock and will be unable to move for 2 seconds. If the duration of this move wears off during the starting lag of the opponent's attack, they won't be stunned. This does no damage, hit stun, or knockback, and has low priority. Virtually no starting lag and medium ending lag.
--- If the opponent looks to gimp your recovery or finish you off with a powerful blow, use this attack to turn the tables. If your opponent is using a move with a big starting lag, short hop into this attack to render them helpless. Don't spam it and avoid using against quick opponents.
Forward A - Machine Gun:
Iji pulls her Nanogun close and shoots a steady spray of bullets as the A button is held. The spray of bullets have a thin, long hit box extending the length of a Battlefield platform, and hit for 1% each, at a rate of 8 a second. Each bullet has medium priority and knockback. Iji can move, but moves backwards instead of turning while this attack is in effect. If Iji lands, she can continue shooting as long as the A button is held and jump again while firing.This attack lasts only 2 seconds, after which Iji exhausts the ammo and her gun will make clicking sounds instead of shooting. This move has a disjointed hit box, but low priority despite the fact. The attack has a short ending lag if she stops before the ammo runs out, and long ending lag if she stops after. Iji will have to wait 2 seconds after stopping to use this move again.
---This a wonderful damager, and the fact it can continue even after landing makes it versatile as well. Just make sure you don't abuse it, else you'll get hit with large ending lag and even look stupid afterwards. Again, her Down A should be used prior to this.
Down A - Buster Gun:
A cracked combination of the Shotgun and the Machine Gun. Iji shoots a small burst of bullets downwards that fan out along a 45 degree cone, her shoulders moving up slightly to absorb the recoil. After she shoots, her gun stays pointed down for 0.6 seconds before she moves back to her normal position. If this attack is used again while the gun is down, there is no starting lag for the second and so on shots. Each attack releases 5 bullets that go down as far as a Battlefield platform is long and deal 2% damage each. Low knockback and priority. Has a medium starting lag for the first shot, but none for the following shots. It has short ending lag, regardless.
---If your opponent keeps juggling you, use this move to escape. It's not good at gimping recovery, but like many of Iji's moves it's a good damage dealer.
Back A - Rocket Launcher:
Iji spins around and fires a rocket from her Nanogun, the recoil pushing the gun into her gut and making her grunt. The rocket moves at the 1/2 the speed of Fox's Neutral B and flies in a strait line until it hits something or goes off stage. It explodes on impact, covering an area equal to Dedede in size, but round. Does 9% damage and high knockback. Medium priority. Short starting lag and medium ending lag.
---This is one of Iji's faster moves, doing decent damage with little risk. It's also Iji's only move that can really be spamed, but with her fall speed and being the Back A it'll be difficult to do so with any real degree of success.
Up A - Banana Gun:
One of the few hidden weapons from Iji. Iji aims strait up and shoots a banana a distance equal to length of 2 Battlefield platforms, moving at a rate equal to Fox's blaster at first, slowing to a stop, them falling down at a gradually increasing speed. If the banana hits a foe or 3 seconds pass after it hits the ground, it'll explode with a blast the size of Kirby. The explosion does 1% damage, but massive knockback and medium priority. There is a medium starting lag while Iji tries to get her heavy weapon steady, and a long ending lag. Iji cannot use this attack again until the previous banana detonates or falls off the stage. If there are multiple Ijis, each Iji can have 1 banana out at a time.
---Despite how silly this attack looks, it's a viable gimper and an excellent KO move. Again, don't spam this. It's harder to dodge then Iji's other moves, but not much harder.
(Smashes) Enhanced Strength:
Forward Smash - Cyclic Fusion Ignition System:
Iji braces for impact as she charges this move. When the A button is released, her Nanogun releases a large stream of lightning strait forward a distance of one and a half Battlefield platforms. The stream lasts 3 seconds at full charge (1 second at minimum) or until Iji's player presses the A button, and Iji cannot move while the attack is in effect. Opponents caught in the stream take 5% damage per second and are slowly pushed back until the end of the move or they're pushed out of the hit box, at which point they receive high horizontal knockback. Medium priority and medium ending lag.
---Since you can release early and/or stop it early, this can be used to bluff and play mind games with your opponents. It also does a decent bit of damage, though not as much as her other moves.
Down Smash - Power Kick:
Iji performs a mean roundhouse kick. The attack does only 6-14% damage, but it pushes the opponent back a distance equal to 1.5x the length of a Battlefield platform and has a hit stun duration of 0.8 seconds (the time that passes as the victim is pushed also counts towards this). Low priority and medium ending lag. If the enemy is pushed off a platform by this move, stun will not take effect. If the opponent is already stunned when hit by this move, they will not be stunned again.
---Iji's Down Smash isn't so special, is it? But don't underestimate it because it's 'just a kick'. Getting hit by this will stun the opponent and put them at medium range, Iji's best position. Iji can't make an infinate combo with this move thanks to the condition, and foes will be pushed too far away for her to close in on them in time for a second hit with it anyways. Use a different move to hit them instead, or lay a Trapmine and widen the gap to set up for Iji's KO moves.
Up Smash - Spread Rockets:
Iji kneels down and aims up as the attack charges. Iji shoots three rockets directly above herself, one going strait and the other two going diagonally to each side. The rockets move at the 3/4 the speed of Fox's Neutral B and explode on contact with a hit box half the size of a Bomb-omb, doing 15% damage at full charge and good knockback, with above average priority and long ending lag.
---Wonderful on opponents who love the air, or stages with several rows of platforms. Use Iji's Up A to smack them into range, then hit them with this.
(Situationals) Last Resorts:
Rising Attack (149% or less) - Boot to the Head:
As Iji gets up, she suddenly whips her right leg around to catch her opponent upside the head. The kick will miss smaller targets like Kirby unless they're crouching, but Iji gets up in half the normal time it takes with this move. The boot to the head does 5% damage and low knockback. with a reach of 1/2 a Battlefield platform. No starting or ending lag.
---Yes, 149% or less, not 99% or less. Iji has pretty good situationals. This is her weakest damaging attack, and it'll miss Pikachu and the like if they're standing or crouching, but it's a quick way for Iji to get up.
Rising Attack (150% or more) - Retribution:
Iji floats to a standing position and glows an intense orange. Once she's back on her feet, she throws her head back and yells at the top of her lungs. A large ring of orange and blue explosions circle her for 2 seconds as she floats above the ground. Has a massive starting lag and slightly long ending lag. The blast radius of the entire move is equal to 3/8 of Battlefield's length in size, while each explosion is 1/8 the size of Battlefield. There are 8 explosions in the circle, and a full circle each second. Does 15% damage and medium knockback. Iji has super armor during the starting lag. Disjointed hit box.
---With the long tell at the start, it's hard to hit anyone with this move. It's purpose is to scare the crap out of everyone and allow Iji to get back up without fear of someone knocking her right back down. Don't use this on moving stages.
Ledge Attack (99% or less) - Sweep:
As Iji climbs back onto the ledge, she swings her Nanogun like a club at her opponent's legs. If a foe is hit by this move, they'll take 6% damage and fall to the ground as if they tripped. No knockback. medium starting lag, short ending lag as Iji stands up.
---While it doesn't deal much damage, the tripping quality makes it greatly useful.
Ledge Attack (100% or more) - Insert Shotgun Pun Here:
Iji lifts her Nanogun up and shoots a spray of small pellets at her opponents, then pulls herself up normally. The pellets cover an area equal to Kirby in size, and deal 7% damage and medium knockback to anyone hit by it. Has a long starting lag of seconds and a medium ending lag.
---The longer starting lag is this attack's greatest drawback. This is Iji's worst move.
(Specials) Advanced Arsenal:
Neutral B - Level Up:
When the player uses this move, instead of a charge leading to an attack, the words "Level Up!" appear above Iji's head. A thought balloon of a small purple box will appear above Iji's head. The box has a green screen with three letters on it. Iji will become immobile, and her controller can use the control stick to scroll left or right through several different choices. When her controller hits A or B, one of the following effects occur, depending on which of the following options was selected:
Hea: Iji receives a Health upgrade, healing her damage by 7%.
Asm: Iji gets an Assimilate upgrade, increasing the damage/healing an item she uses/throws does by 1.2x (rounded up) for 7 seconds. This does not apply to Assist Trophies or Smash Balls.
Atk: Iji's Attack is boosted, increasing the damage her attacks do by 2% each for 8 seconds.
Str: Iji upgrades her Strength, boosting the duration of her next grab by 1.5x.
Crk: Iji practices her Cracker skills. She then hacks into her own nanomachines and modifies their behavior in a manner that boosts the hit stun of her Specials and Smashes to 1.2x the normal amount for 6 seconds.
Jmp: Iji's jump height is increased by 1.5x for 7 seconds.
Arm: Iji receives 2/3 damage (rounded up) from any and all attacks for the next 7 seconds.
N/A: Cancels the move.
If Iji receives knockback while selecting an option, the move is canceled. This has a full second of starting lag, but it's one of her few moves without ending lag. She'll start at one of the choices above other then N/A at random, scrolling left going up the list and right going down. If Iji activates this move while one of the effects are still active, the previous effect is canceled.
---Iji should only use this move after you send an opponent flying, or when she's very far away. In brawls with more then two people, try to avoid using this move unless the opponents are all occupied by each other. If you really want to for some reason, immediately hit A or B when the prompt appears. You don't get to choose which boost you get this way, but it's quick enough that you aren't put into danger because of it.
Side B - MPFB Devastator:
Iji's Nanogun glows blue and she stops on the spot. Her weapon launches three glowing blue crystals, each the exact size and shape of a Smashball, strait forward in rapid succession. The first moves at 1/2 the speed of Fox's Neutral B, the second at 1/3, and the last at 1/4. The crystals explode after travelling triple the length of a Battlefield platform or when they hit an opponent, object, or wall. When an orb makes contact, it detonates with a hit box equal to Bowser's height and width.
The explosion causes great upwards knockback and 16% damage. There's 1 second of starting lag as Iji stops and aims. The sheer recoil of this attack knocks Iji back a distance equal to a Battlefield platform in length and flat on her rear as soon as the third sphere exits the barrel of her Nanogun, resulting in a massive ending lag as she shakily gets back up on her feet. If she's in the air, she enters a helpless state instead. High Priority.
---This is Iji's most powerful, and most risky, attack. Never use this on mobile opponents. Never use this when your opponent is near you and has even a basic grasp of dodging. Never use this in the air. Never use this on an airborne opponent. Bottom line, only use this when you have a sure-fire hit. Just so you know, the knockback ensures that nobody will ever be hit by two or three crystals in one blow, all the additional crystals do is make it harder to avoid. In other words, you'll NEVER get 32% or 48% damage with this in one go.
Down B - Resonance Reflector:
Iji makes a large gold pulse around herself for a short duration with a reach of half a Battlefield platform. Opponents hit by the field take 7% damage and high knockback, and medium hitstun. Very small lag on both ends and short duration. It's a disjointed hitbox, but has slightly low priority. Projectiles of lower priority are deflected, but equal or higher priority will only dissapear. If struck by a higher priority move, Iji will be knocked down.
---This isn't your standard Luigification of Zelda's Neutral B or Fox's Down B. This move is horrible at reflecting projectiles, and isn't the best option for a shield. It's spammable, but at great risk to Iji. It's best use is on foes using fast, low priority moves or high priority, but slow moves. Iji can knock away persistant foes, or more deviously, let them knock her down to set up for her 150% and above rising situational. Either way, use it to get breathing room or to KO, but sparingly.
Up B - Nuke:
Iji aims down and and pulls the trigger. A blue energy pulse detonates from the barrel of her gun, harming herself and anyone within 1/5 of Final Destination's length of her. Foes take from 5% to 12% damage and medium knockback, depending on how far/close they were to Iji when she used the attack. Iji herself takes no damage despite being at ground zero, thanks to her Nanoshield, but she takes heavy upwards knockback and grits her teeth in pain. When Iji lands, she'll take 1.3x longer to climb to her feet as usual, due to the sheer force of the explosion. Has long starting lag. Disjointed hitbox. As an easter egg, If Iji uses this attack three times in a row she'll grunt "That... really... hurts!"
---This move is a powerful long reaching attack, but it's nearly suicide if Iji's damage is 110% or higher, leaving it near useless as a recovery and only desirable as a finishing move. If you have to use it as a recovery, let yourself fall a few seconds first so Iji doesn't rocket off screen.
(Throws) Enhanced Strength:
Grab - Aggression:
Iji throws her hands forward, then lifts the opponent up by the neck using both hands in a sudden show of uncharacteristic fury.
Grab Attack - Rib Breaker:
Iji slams her knee into her quarry's side. Does 3% damage per hit, and hits at an average rate.
Forward Throw - Devastator V2-01:
Iji flings the foe forward with medium knockback and no damage. However, she points her gun forward and slides one leg back to brace herself, a large ball of glowing yellow energy glowing at the tip of her Nanogun. After 2.4 seconds of charging, The Nanogun unleashes a long beam of yellow energy, passing through solid walls and off stage. If the opponent is hit by this, they receive 17% damage and obscene horizontal knockback. The beam lasts for 1 second and is as wide as Iji is tall. If Iji is hit while charging or firing, the attack is canceled on the spot, and Iji is knocked down as if she tripped. Has long ending lag as Iji recovers from the recoil.
--- This throw gives the opponent ample time to escape or interrupt, but if you manage to hit someone with over 90%, they'll likely be KOed. The best place to use this is in a battle with plenty of opponents, as it makes it easier to hit someone.
Down Throw - Hyper Pulse:
Iji tosses the opponent down on the ground, then sprays a cone purple energy extending 2x a Battlefield platform in length for 2 seconds. Does 12% damage, and inflicts medium horizontal knockback at the end. The spray does 5% damage and light knockback to anyone that gets hit by it (other then Iji and the thrown foe), and the cone is large enough to hit behind Iji too. There's a slightly long ending lag.
---This move is one of Iji's best damage dealers, and is the best choice if a foe is trying to attack you from behind while you're busy with your grabbed opponent.
Backwards Throw - Shock Splinter:
Iji flings the target over her shoulder, turns around, then shoots a large red orb of energy at the foe. The bulb explodes in a shower of red sparks on contact, doing 10% damage and heavy knockback, with a blast radius of a Bomb-omb. The sphere moves at the same rate as Fox's buster, in the direction of the thrown foe. There's a mild delay between the throw and the shot, making it possible to dodge. The orb of energy will continue moving until it hits something or goes off screen.
---This throw is nothing really special. It does more damage and knockback then usual, but opponents can dodge it, too.
Up Throw - Resonance Detonator/Plasma Cannon:
Iji holds her enemy over her head, then releases a purple pulse around herself, similar to her Down B. The pulse knocks the opponent into the air, where Iji points her Nanogun upwards and fires a thin red beam of pure destruction. The pulse does 2% damage and medium knockback to anyone next to Iji. There is a 1 second delay between the first attack and the second. The second attack is fired strait up and travels until it hits a solid platform or it goes off screen. The beam is as wide as a Pokéball. Anyone hit by the second strike takes 8% damage and high upwards knockback.
---Like her down throw, this is a good move to use if one opponent is trying to attack you while you're dealing with another. Unlike her Down Throw, that applies to opponents coming from the air and the ground.
FINAL SMASH: Massacre
Iji's eyes narrow in concentration as the screen zooms in on her. The fight continues on, with seemingly no changes. However, for the next 15 seconds, all of Iji's Specials are replaced with her Massacre weapon:
Special - Massacre:
Iji aims the Nanogun in the direction the analog stick is pointed in. She pulls the trigger, unleashing a line of flame in the aimed direction. Iji is thrust in the opposite direction from the recoil a distance equal to 1/4 Final Destination. The blast extends to half of Final Destination in length and the height of Bowser in width. Foes hit with the blast receive 18% damage and large knockback. High priority. Slightly long starting lag and ending lag.
---This is Iji's ultimate attack, and it shows. High KO probability, great priority, and impressive damage. Let's not forget that it's only minorly laggy. It's also a cure for Iji's weak recovery, as aiming down will give her a boost in altitude and sideways reduces the distance she's flung by enemy attacks. It's Iji's benefits without the weaknesses for 15 seconds.
(Pros & Cons) Quick Summary:
+Average movement speed and recovery
+Attacks deal heavy damage or multiple hits
+Proficient at both short and long range
+Great reach
-Light weight and quick fall nullify good recovery
-Attacks have painful ending lag
-Must switch between short and long range to make the best of her moves
-Large size for her weight.
(Playstyle Overview) Humanity's Last Hope:
Iji's main weakness is her ending lag. Her Neutral B, Neutral A Air, Back A, and Down A all hinder her opponents in some manner, and are invaluable to her playstyle. Iji should focus on her quick Tilts and Aerials, and the above during the bulk of her battles, else she'll be dodged and countered at every turn. She deals more damage at close range, but has more viable KO moves at long range. Use moves like her Down B and her Neutral A "Combo" to push foes away when you're ready to finish them, and trap them with her Down A and projectiles when you want to get close. It's all about dancing from short to long range when needed.
(Fighting Iji) Against an Anomaly:
Iji's strength relies entirely on controlling distance between herself and her foes. Fight at long range while at low damage percents to avoid her high damage moves, and at close range when at high percents to avoid her finishers. Ignore any items or distractions and focus on keeping her under pressure. Letting up will give her time to run in or run away from you, or place trapmines. Other then that, Iji doesn't really need any special counter strategy. Just capitalize on your selected character's strengths.
(Extras) Miscellaneous Observations:
Taunts:
Up Taunt - Memories:
Iji takes a small pink ribbon out of her pocket and frowns, then puts it back.
Side Taunt - Remind You of Anything?:
Iji kneels down and presses her fingers to her temple, then talks to herself. "Dan, you there? ...Heh. Just kidding."
Down Taunt - Tired:
Iji takes her Nanogun into her left hand, then moves her right arm in circles to get feeling back into it.
Result Screen Animations:
Win 1(Up):
Iji leans on her Nanogun and smiles at the screen, waving.
Win 2(Side):
Iji aims her gun upwards and fires her MPFB Devastater, the balls flying off screen, then fallin in the background like a character who was knocked off screen and exploding like fireworks. Iji lowers her gun to her right and puts her left hand on her hip. She smiles at the screen.
Win 3(Down):
Iji gets down on one knee and props herself up with her Nanogun. She pants heavily, but smiles in satisfaction.
Loss:
Iji sets her gun down next to herself, standing it up on it's barrel. She applauds the winner like normal, smiling in good sportsmanship.
Alternate Costumes:
Standard: Iji has her ruffled brown hair flowing behind herself. She wears her green tank top over her torso and plain black shorts. Her nondescript black shoes round out her bland state of dress. Her team colors change the color of her tank top to fit the team, and her pants change to a dark shade of the team's color. It's effectively the same as the above picture.
Alternate: (Hold R while selecting Iji) In this costume, Iji wears a black t-shirt with a silver stripe over each shoulder in place of her tank top, and has traded her shorts for long black pants with 3 horizontal grey stripes. Her hair is slightly longer, but it's only noticeable if you're looking closely. She still has the same shoes on. Her team colors simply switch the black shirt and pants to a dark shade of the team's (crimson for red, navy for blue, and forest green for green).
Emblem:
A small, hollow circle, with two smaller solid circles orbiting it, like an atom. It's the same shape as the nanotech Iji absorbs to level up in her game.
(Stage) Sector 6 Roof:
This stage is based on the fight between Iji and Asha at the end of Sector 6. The stage is situated on the metal roof of the military facility, with the bright orange sky hanging over the purple metal. There are a few silver bars cut into the side of the roof, and there are multiple green and purple ships battling in the distance.
The stage is a 25 custom stage builder blocks long walk off with no pits to fall into. The stage has bowl shape to it. The ends of the arena are 5 custom stage builder blocks long each. Going inwards, next to each edge and below (one csbb down for the left, two for the right) are another pair of 5 csbb long stretches of ground. Finally, there's one last 5 block long solid platform, three blocks down from the left and two from the right, connecting the two halves. There aren't any pits or gimmicks in this stage which makes it somewhat bland, but other then that it's a solid competitive stage.
Music:
http://www.youtube.com/watch?v=Ot5CMd5Flmg (3 Cans Later, Sector 2)
http://www.youtube.com/watch?v=e-jYxzWGUPo (For Stronger Bones, Sector 4 Theme)
http://www.youtube.com/watch?v=xYFabSQpFKI (Seven Four, Sector 5 Theme)
http://www.youtube.com/watch?v=hqwm2TLl-a4 (Face-to-face, Boss Theme)
http://www.youtube.com/watch?v=wYt-c0ofZ0o (Final Boss Battle)
http://www.youtube.com/watch?v=ztA_7gpjigI (Hero, Hero 3D minigame theme)
http://www.youtube.com/watch?v=r0YebcgbJwg (Organ Smash, Bonus Track)
(Assist Trophy) Asha the Assassin:
Video of the first Asha boss fight:
http://www.youtube.com/watch?v=vf0tVS_68Os
Pics:
http://gigaspine7.deviantart.com/art/Komato-Assassin-Asha-111393179
http://michael-777.deviantart.com/art/Komato-Assassin-Asha-123861744
The Komato assassin Asha appears on stage. He strikes a pose and laughs, then vanishes in a spark of light. He disappears and reappears rapidly, all over the screen, then uses one of the following attacks and vanish:
-Assassin's knife: Asha reappears behind a random opponent and swings his red laser blade at them. It has little reach and a starting lag of 1 second, but does 12% damage and heavy knockback.
-Plasma Cannon: Asha appears on the ground and holds his gun at eye level. He pulls the trigger, unleashing a long red beam of destruction in front of himself. Has a starting lag of 1 second and a duration of 1 second. Foes who come in contact with the beam take 14% damage and medium knockback. Due to his height, the attack may fly over the heads of anyone who's crouching or just really, really short.
-Silver Hair Special: Asha appears right above an opponent with his blade pointed downwards, and lets gravity do the rest. It takes Asha 0.5 seconds to complete his decent, making this one of the harder moves to dodge if you don't keep moving. Does 10% damage and knocks the target to the floor as if they tripped, but has no knockback.
-Raining Red: Asha teleports into the air and throws five whirling red laser blades towards the ground in random downwards directions. Each blade is the size of Kirby and falls at the same speed as Link, and does 12% damage upon impact. Low knockback, but heavy hitstun.
Snake Codec:
Snake: That's a big gun for a young girl.
Meiling: Her name is Iji, Snake. And she's not a little girl, she's 20.
Snake: Iji's Japanese for determination if memory serves. It really fits her. Her eyes have a lot of fire in them.
Meiling: Her world was invaded by aliens called the Tasen. They launched an "Alpha Strike", destroying much of her world. She was sent into a six month coma, during which scientists modified her body using reverse engineered technology.
Snake: So she's a cyborg like Grey Fox...
Meiling: She found out about the invasion, and that most her family was gone, only minutes after she woke up. Even with what the Tasen did, she still wanted to avoid killing them.
Snake: That's very noble, but also very stupid. Her enemies won't hesitate against her just because she's young and outnumbered. Still, I can understand why she'd hesitate.
Meiling: She reminds me of you, Snake.
Snake: How so?
Meiling: You're both so brave, despite the odds. Your only back up is someone speaking through a radio, and you both fight to save the world because you're the only ones who can. Still, she hasn't fought anywhere near as long as you. I'm worried about her.
Snake: ...Maybe I could meet her off the battlefield, just to talk or something.
Meiling: That would be great, Snake. I'm sure she'd appreciate it.
(Final Notes) Great Freeware Game:
This moveset is actually my fourth completed moveset, the third being an original character whom I couldn't enter since I haven't been able to find a picture of. Iji is also my sixth planed moveset, after my completed three and my two planned movesets, Agent J and Metal Sonic. I was going to stick to five for my first contest, but after getting hooked on the freeware game Iji, I couldn't stop thinking about it. The game itself is described by it's creator as "System Shock 2, but in 2D". I emplore all of you to download it and have fun:
http://remar.se/daniel/iji.php
Good luck and have fun everyone. I hope that Make Your Move will continue to exist for a long, long, time.[/Color]
Edits:
(4/30/09): Added flavor quotes to each of the animations, to make it less of a bore to read. Modified Iji's Down Special as suggested by Shake~. Rewrote the overview section to be clearer.
(5/05/09): Modified the colors, the codec, added video of Asha to give a clear vision of how he acts/appears, switched the Down Smash with the Neutral B, and switched to slightly more vauge descriptions of lag time to make it easier to picture, all as suggested by the review. I'll try to replace or 'jazz-up' Iji's more generic attacks when I can.
(5/09/09): Modified Iji's Down B, making it much more different from Zelda's Neutral B and Fox's Down B then before.
(5/31/09): This is really embaressing to admit, but I misspelled Iji's last name. (It's Kataiser, not Kaitaser.) I just noticed it and fixed the mistake. Added links to fan art of Asha. Added the quotes I missed under the animations section.