Warning Challenger Approaching!
(Credit for this wonderful art goes to Junahu! This is incredably accurate and well drawn. (Just pretend those are sneakers she's wearing. I forgot to specify what type of shoe Kira wears.))
Guild member Kira has joined the Brawl!
~~(History) Guild Profile~~
Kira's world is nearly 3 times the size of Earth. It's filled with monsters of all shapes and sizes, animals and people mutated by strange artifacts. The constant chaos these beasts cause force people to abandon smaller villages and can even wreck larger cities. This has resulted in the loss of most historical texts, leaving few who know how their planet came to such a pitiful state of affairs. One major thing of note is the changes in biology in many humans. While still technically human, it's very common to be born with mutations, such as animal ears/tails, or even being made of living liquid in rare cases. At this point, Kira and people like her without any visible mutation are the minority.
Several freelance guilds have cropped up over the years dedicated to the research of artifacts and dealing with the monsters. The world is quickly recovering thanks to these combined efforts, but the people desire to know where the artifacts, and they themselves came from. Kira, her sister Rika, and many others are now searching for answers. Kira searches for ways to safely de-mutate the monsters back to animals and people safely. While inflicting enough damage to the monsters can do so, there are often side effects that linger with the victims for the rest of their lives, assuming they survive.
Kira travels the world, investigating artifacts and defeating monstes as she goes. She finds many different creatures and people along her way, some taking advantage of the chaos. She's gained many admirers, both male and, to Kira's chargin, female. During her journey, she defends a young woman named Mina from bandits and earns the young girl's affections and companionship. Mina was never really big and was targeted because of it. She was also born with wolf ears, claws and a tail, though that is common in the world's current state.
Kira, Mina, and eventually others continue on, destroying powerful varieties of monsters known as "Juggernauts" and fighting leaders of large bandit clans. During her travels, she encounters a man who knows much about the world's origins, and is manipulating small scale conflicts to unknown ends. She chases him with all her might, but he refuses to reveal anything even when cornered. After their fight, the man says he isn't the only one of his kind, and that she is only delaying the inevitable. He escapes once again, leaving the group no other information other then his cryptic and inane ramblings.
Despite her reputation for fighting monsters twice her size, Kira prefers to run from chances to battle. This is not because of a pacifistic quallity or any such thing, but sheer cowardice as Kira herself admits. She only chooses to fight when doing so is the only way to protect something. Her fighting abilities reflect this, Kira having below average stats all around, a rarity for the main character of an RPG. Her abilities are fairly cheap and have a multitude of side effects such as status effects, stat increases/decreases, and with a high enough occurance rate as to be useful, making up for this.
~~(Overview) Guild Operating Manual~~
Kira's stats are all around below average, her only pluses being her recovery and her speed. When she uses her Neutral B, however, her moves are all enhanced with a special ability or quality, or at least get a minor boost for several seconds. Kira users must balance fighting and boosting Kira's stats, and take the precaution of not spamming her Neutral B and leaving themselves open to the opponent's power moves.
~~(Base Abilities) Stat Screen~~
Size:
Slightly Tall. She's eye to eye with Marth.
Weight:
Light Weight. She's not hard to send flying.
Walking Speed:
Average. Not really quick but not at all sluggish.
Running Speed:
Fast. She's only slightly slower then Captain Falcon.
Traction:
Average. Nothing special here.
Swimming Duration:
Long. Kira can keep afloat for a great length of time.
Swimming Speed:
Fast. Kira is very agile in the water.
Power:
Low. She doesn't have many KO moves or ways to inflict a lot of damage.
Attack Speed:
Average. She has few laggy attacks and a few quick ones.
Range (Melee):
Below Average. She has mostly normal reach, but a few moves have very bad reach.
Range (Projectiles):
Below Average. She has a decent amount of projectiles, but they all have pathetic reach.
Priority:
Below Average. Kira runs the gambit from low to high priority, but has fewer high then low.
First Jump:
Good. Kira's jump is on par with Luigi's.
Second Jump:
Good. She gains just as much distance as she does with her first jump.
Fall Speed:
Slow. She decends only slightly quicker then Peach.
Landing Lag:
Little. She barely has any lag at all.
Crouch:
Excellent. She lowers herself on all fours, making most attacks go over her head.
Crawl:
Good. She hastily moves forward on her hands and knees.
Wall Jump:
Yes, she gains as much altitude as Mario does with his first jump.
Wall Cling:
Yes, but she slides down at half her regular fall speed.
Gliding:
No.
Hover:
No.
~~(Stances) More Kind Then Coward:~~
Entrance:
Kira fades in; pixelated at first but slowly sharpening until she looks normal. Think a battle transition in an RPG.
Basic Pose:
Kira bounces back and forth on the balls of her feet. (Okay, don't panic.)
Idle Pose:
Kira squats down and puts her fists up in a boxing stance. She throws a few punches and bobbs and weaves. (B-bring it on!)
Walking:
She moves forward, swinging her arms slighty and walking heel to toe. (This place isn't so bad...)
Running:
Kira swings her arms more and her footfalls are completely flat. (Alright, justwalk away slowly. Maybe they won't notice me.)
Dashing:
Each step lands on the ball of the foot, the heel never touching the ground. She leans forward notacibly anf her hair flows behind her. Her arms swing back and forth at a great speed. (Screw it! Just run!)
Jump 1:
Kira squats down and places both feet flat on the ground, then she launches herself up. Her hitbox shrinks greatly when her jump starts, to around the size of Kirby's. (One advantge to running away is it builds leg strength.)
Jump 2:
Kira makes motions similar to her first jump then thrusts one foot down and raises the other. She has a faint blue outline for a split second as she gains altitude. (Magic. It's good for everything.)
Falling:
Kira moves her arms out to her sides as she falls, her legs extended strait down and her hair flowing behind her. (I hate falling. I hate falling. I hate falling.)
Landing:
Kira bends her knees to absorb the impact. Her hands just touch the ground before she bounces back to her feet. (Of course, it's the sudden stop at the end that's the worst.)
Shield:
Kira squats down and wraps her right hand aound her blade, ready to draw it. Her shield is a deep purple. (Back off!)
Ledge Balancing:
Her toes are planted on the ground and her arms are extended outwards to keep balanced. She looks down in front of herself and sways slightly. (The views aren't that bad, though.)
Floating:
Kira gently moves her arms across the surface and kicks her legs. (Now, water, I have no problem with.)
Swimming:
Kira performs an impressive breast stroke forward, kicking hard as she can. (I could do this for ever, really.)
Drowning:
She splashes frantically, even as she goes under. (I get the irony! Not one word!)
Sidestep:
Kira gracefully spins on her heel and steps into the background in a single movement. (See ya!)
Forward Roll:
She tucks herself into a ball and rolls forward. Kira untucks herself the moment her feet make contact with the ground. (Too slow!)
Backwards Roll:
Kira jumps backwards, landing on one foot and raising the other in front of herself as she trys to regain balance. (The backflip needs work; so sue me.
Air Dodge:
Kira half turns to face the screen and curls her midsection back. (That was too close!)
Flinch:
She leans back like she was struck in the jaw, tilting onto her heals. (Ow! Okay, enough running!)
Trip:
Kira steps forward too quickly and puts her foot down toes first. Her momentum carrys her forward and makes her tip over onto the ground. (*Smack* When this is over, I'm paying Sakurai a visit.)
Sleeping:
Kira falls onto her side and curls into a ball, kicking off her shoes and murmuring in her sleep. (G'night, folks.)
Waking Up:
Kira opens her eyes halfway and props herself up with one arm, sliding her shoes back on with the other. (Mmm? What happened?)
Standing Up:
She pulls her legs in and hops to her feet. (If you think I'm just gonna take this abuse, you're wrong. I've fought bigger things then you!)
Dizzy:
Kira stumbles around and bends her knee. She waves her amrs around to her sides to find something to steady herself with. (Didn't say I always won, though.)
~~(Special Moves) A Fierce Heart:~~
Neutral B - Energy Focus:
Kira stands strait up with her arms to her sides and closes her eyes in concetration. She gains a glowing silver outline that remains for the duration of the move's effects. When the player uses the Neutral B, Kira will be unable to move for 1.2 seconds. Once she's able to move again, her attacks will gain unique abilities for 10 seconds or until she is KOed. If she is already under the effect of her Neutral B, using this move instead heals 6% damage at the end of the animation.
---Kira's game revolves entirely around this move. Use it whenever you have the space to do so, but don't try to spam it when an opponent is in striking distance. You will have to do without this move sometimes, so I advise practicing with and without it, so you're not completely defenseless without it. The healing is useful too, but Kira's light weight tends to nullify the benefit of whatever she recovers, and you're better off using the time for something else.
Side B - Drain Plant:
Kira suddenly throws a mean right hook at her opponent, jabbing a sharp seed into them. The seed instantly sprouts into a flower. The attack has only 3% damage, low range, little knockback, and low priority, but has the same effect as the Lip's stick item. Short lag on both ends. If Kira is under the effect of her Neutral B, the opponent won't be able to move for 2 seconds or until they're hit again. The secondary effects of this move do not take effect if the opponent is already suffering from them.
---You can't constantly stun a foe with this move and lock them in place. What you can do is stun them, then go for a grab or heal Kira with her Neutral B. If she hasn't been able to renew her Neutral B, it's still a decent damage dealer and disrupts the opponent's slower attacks.
Down B - Spark Touch:
Kira smiles as sparks begin jumping off her body. For the next two seconds, half of any damage and knockback she would recieve from a melee attack is reflected on to her attacker. If no attacks are reflected, Kira stop and puts her hands on her knees, resting. Final Smashes cannot be reflected by this. During this time, Kira can move and jump, and can't be grabbed, but is unable to attack. If she is under the effect of her Neutral B, any enemy that is within a distance of Kira equal to a Motion Sensor Bomb's blast radius will recieve 8% damage and high knockback. Obscene priority. Short starting lag and ending lag, but if Kira doesn't hit a foe she'll suffer from long ending lag instead.
---This is Kira's defensive trump card. She can punish ledgeguarders trying to score a smash attack, and really punishes moves like Captain Falcon's Falcon Punch move. It's too slow to use reliably on fast moves and is difficult to use against medium speed attacks, but it can be useful on opponents going for a finishing blow. Again, don't abuse it. If your opponent doesn't attack, Kira suffers from long ending lag and is left vulnerable to the same attacks she was trying to avoid.
Up B - Permafrost:
Kira squats down to half her height, then launches upward a distance equal to her second jump. Eight cone-shaped bits of ice form around her as she starts the move, pointing away from her, and fly with her as she reaches her peak. Each cone is as long as Kirby is wide, and is as wide as a Smash ball at the bottom and thin as a needle at the tip.
Kira herself doesn't harm anyone during her leap, but the ice will cause 6% damage and medium knockback with medium priority to anyone that is hit by them. The ice freezes surfaces they touch by a space equal to the pitfall item's coverage for 3 seconds, and anyone other then Kira who runs, dashes, or lands on the patch of frost will slip. During Kira's Neutral B, the cones of ice will fly away from her as she reaches the peak of her jump, traveling a distance equal to 1.5x it's length at the speed of Wolf's blaster.
---A decent ability with several uses, serving as a disrupter and a defensive move with no real blindspot. The projectile version provided by the Neutral B is just frosting (no pun intended) on the cake.
~~(Basic Moves) Barehanded Beatdown~~
A/AA/AAA - Roundhouse:
Kira spins on the ball of her left foot and extends her right leg out. She continues by putting her right foot down and strikes with her left heel, then finishes the combo by swinging her sword in an upwards motion. Each hit does 2% with average priority and no knockback but large reach for a basic combo and a disjointwed hitbox for the last swing. If her Neutral B is in effect, she throws her sword like a boomerang the distance of one Cutom Stage block as the final hit in the combo, doing 3% damage with high priority and no knockback. Short lag on either end.
---This attack's major advantage is it's reach and speed. It has low priority, even the final swing with the disjointed hitbox, and low damage.
Forward A - Ice Geyser Kick:
Kira leans back and swings her leg up, then down. The kicks have decent reach, the first doing 3% damage and little upwards knockback and the second does 3% and little downwards knockback. Low Priority and hitstun, with short starting and ending lag. When her Neutral B is in effect, a pool of water the width of Jigglypuff will expand from the spot her heel hit the ground. After a medium starting lag, a funnel of water shoots up two Custom Stage blocks in height. It lasts a full second, doing 6% damage and small upwards knockback with high priority, freezing the opponent like the Ice Climber's Down B. The water hardens into a block of ice, and remains on the stage as a destructable platform/wall that lasts 5 seconds or until it takes 10% damage.
---This attack has two main uses. The first is to give Kira a makeshift platform to jump on, and the second is to block recovering foes. Just remember that even if the Main platform is blocked, nothing stops the foe from grabbing onto the ledge and jumping over the block. It's purely a stall tactic.
Down A - Rock Breaker:
Kira performs an overhead sword swing and slams the ground in front of herself. No fancy animation. Does 5% damage with pitiful knockback, bad priority, medium reach, and little hit stun. It has very little lag, begining or ending. When her Neutral B is in effect, her starting lag is boosted to medium, but the strike sends a large chunk of rock flying in the direction she's facing in an arc about 1 Bowser high at it's peak and 1.5 Bowsers long in distance traveled. The rock does 7% damage with high priority and medium knockback.
---Kira can intimidate foes away from her using the rock, and has a reliable move against both airborne and frontal opponents with the sword swing.
Up A - Venom Roll:
Kira curls into a ball and reaches her sword out in front of her, then rolls backwards 1 Custom Stage block in distance with the sword extended. Does 3% damage when she extends the sword, and 4% when she rolls backwards. The attack has short reach, but little lag and one of her few moves with high priority. During her Neutral B, a green energy surrounds her blade, doubling the reach and inflicting a poison on her opponent for an additional 1% damage per second for the next 5 seconds. Disjointed hitbox, thanks to her sword. Medium starting and ending lag.
---This atack is one of Kira's best. It does decent damage, is fairly spamable, and repositions Kira further away/closer to someone or something.
Dash Attack - Seeing Stars:
Kira leaps forward at about half the height of her normal jump and raises her fists above her head, momentum pushing her onward. She grasps her hands together and brings them down on her opponent as hard as she can. The attack has medium starting lag, high priority, and no knockback, but does 8% damage and medium second hitstun. Any opponent hit with this move while her Neutral B's active will be stunned for a long duration, stars circling their head. If the opponent is already stunned, no hitstun will be inflicted.
---Use this on retreating opponents, or foes that are distracted by something else. The stun is best used when Kira's Neutral B is about to wear off, so she has time to start it again.
~~(Smash Attacks) Stand and Fight~~
Forward Smash - Fire Orb:
Kira pulls her fist backwards and squats slightly as the move charges. She punches forward, her hand engulfed in flame. Despite it's resemblance to Captain Falcon's signature move, it does only 8% to 14% and good knockback. Very little starting and ending lag. This punch reaches 0.4 Custom Stage Builder Blocks ahead, thanks to the flames. If used while Kira's Neutral B is in effect, a ball of fire will linger where she punched for 5 seconds. Foes who touch the flame will take 10% damage and great knockback. The punch itself has low priority, and the ball of flame has average priority.
---This is a decent spam attack while Kira's Neutral B is active, creating plenty of fireballs that have to be manuevered around and giving Kira some time to herself. Without, it's fairly weak, but still a decent KO move.
Down Smash - Split Kick:
Kira drops to the ground, sticking her right foot in front of herself and her left foot back. She holds herself off the ground with her arms and quickly rights herself afterwards. Does 6% to 12%, but anyone hit will have their feet knocked out from underneath them. Low priority and no knockback. If her Neutral B is in effect, a small shockwave comes Kira's feet, doubling the range of the attack. Short starting lag and medium ending lag.
---One thing of note is Kira's hurtbox, which will shrink to half it's normal height when this move is used, so it can be used to avoid a projectile or any attack high off the ground, making it useful on taller characters. With the Neutral B side effect, Kira can hit foes before they get in striking distance, even sword users with their long reach.
Up Smash - Raindance:
Kira raises her hands in the air and focuses her energy above herself. When she finishes charging, a black cloud the size of Kirby hovers over her head. It follows Kira at a speed equal to her running speed, releasing a bolt of lightning onto anyone else that walks under it. The cloud lasts 4 seconds for every 1 Kira spent charging it, to a maximum of 12. Touching a bolt of lightning does 8% damage regardless of charge time. If Kira's Neutral B is active, the cloud's size is doubled and it chases after anyone who gets within 1/8 of Final Destination's length of it at the speed of Fox's walk. Average priority, but no knockback and little hitstun. Short starting lag, but long ending lag as Kira finishes making the cloud.
---This is one of Kira's best moves, giving herself both protection and a way to deal additional damage at the same time. During Kira's Neutral B, you should let the cloud harass opponents while Kira attacks from a distance or goes after items.
~~(Aerials) Fearless Flight~~
Neutral Air - Spin Swipe:
Kira extends her sword out and twirls in a circle, her left foot extended down like she spun on her toes. Hits for 4% and low knockback, medium histun, short starting lag and medium ending lag. If Kira's Neutral B is in effect, Kira gains altitude equal to half her height as she does, allowing for even stronger recovery. Disjointed hitbox.
---Kira's ace in the hole. No matter what situation Kira's in, this move is useful in some form. A makeshift shield against low priority projectiles, a attack that hits foes all around, and with her Neutral Special, a recovery increaser, like Jigglypuff's Side B. It does very little damage, however, and isn't going to score any KOs either, although the recovery extending properties could let Kira go out and gimp an opponent, then make it back to the stage.
Up Air - Neptune Cloud:
Kira holds her hands up and creates a trail of purple smog bits each the size of a Gooey Bomb above herself for the next 5 seconds, or until she lands/is hit/releases the A button. The bits of fog remain for 6 seconds after creation, dealing 3% damage a second to anyone who comes in contact with them (multiple cloud bits don't stack.). If Kira's Neutral B is in effect, anyone other then Kira who comes in contact with the cloud will have their attack starting lag doubled for 3 seconds (multiple clouds don't stack).
---Kira's anti-air move. Short hop into this and plant some clouds overhead to fend off opponents, or to damage a foe who is trying to get back on the stage. The secondary effect provided by Kira's Neutral Special sets up for a finishing blow. Knock your opponent away, set up a Neptune Cloud trail as they try to come back, then unleash a Smash Attack or the Forward A Air to finish them off while they're rendered helpless by boosted starting lag.
Down Air - Twister:
Kira creates a small twister below herself, then kicks it like a soccer ball. The twister moves at a speed equal to Ike's walk, slowly homing in on whoever is closest to it. If it comes in contact with an opponent, it sucks them in and shoots them upwards like a cannon, dealing 7% damage and massive upwards knockback. The twister lasts 3 seconds, has medium priority, and has medium starting lag as it forms. The kick itself does 5% damage to anyone she hits, her toes being the sweetspot that does 10% damage and spikes. While her Neutral B is in effect, the whirlwind pulls enemies within Bowser's width of it toward itself. The kick has medium knockback and low priority. Long starting lag but no ending lag. Kira cannot use this if she already has a tornado out.
---This move was made for gimpin', and that's just what it'll do. If your opponent is about to barely make it to the stage, use this to launch them upwards for a star KO. The only way to hit someone with the sweetspot is if they get pulled in the twister while this move is starting, so don't bother unless the enemy is in freefall. One of Kira's finishers. If you need to do some damage, use this before Kira's Up Smash, so they take more hits from it.
Forward Air - Bullet Kick:
Kira leans back in mid air, her side to the ground. She pulls her knees up to her chest, then thrusts both feet forward. Does 6% damage and mild knockback, with average priority and medium starting and ending lag. There's a sweetspot at the bottom of her feet just as she kicks doing 12% damage and massive horrizontal knockback. If Kira's Neutral B is active, her fall speed is cut in half while performing this move.
---This attack is bland, to put it bluntly. The only thing of intrest is the sweetspot, which is fairly easy to do and makes this yet another good KO move. It's side effect sounds bleh, but if it's down to one stock for you and your opponent and you're both plummiting down a pit, spam this so they get KOed first. It can also be used to avoid a would be gimper's smash attack.
Backwards Air - Eleckick:
Kira turns in mid air and extends her leg outwards, bolts of electricity dancing around it. The attack does only 4% damage and little upwards knockback, but she moves in her new direction by a distance equal to Bowser's width. Has an ending lag of 0.5 seconds. If her Neutral B is in effect, the lag is halved. Low priority.
---Like her Neutral A Air, Kira can use this to increase her recovery. Unlike her Neutral A Air, she only gains horizontal distance, so it's not as useful for that. It's main use is to get away from a persistant foe, pushing Kira away from them.
~~(Grabs) No More Ms. Nice Girl~~
Grab - Suprise!:
Kira vanishes and instantly reappears three paces in front of her previous position, facing the other way. She immediatly clamps on to her quarry with her arms, one around their torso, the other around their neck.
Grab Attack: - Cheap Shot:
Kira draws her leg back far and puts a small bit of space between her and her foe. Then, without a hint of remourse, slams her knee into the opponent's groin. Kira immediatly releases her grip on the opponent and jumps back three paces, as they double over in pain and fall on the floor as if they tripped (yes, even female characters). Does 9% damage, and has a full second of ending lag. The foe will be stuck on the floor for 0.8 seconds as they recover. If Kira's Neutral B is in effect, she'll flash a victory sign towards the screen. Otherwise, this attack doesn't change.
Forward Throw - Suspension:
Kira releases her grip on the opponent, but without any pause, thrusts her hand toward them. The opponent floats upwards and is encased in a glowing bubble of energy. The opponent will be trapped as if they were hit with a freezie and can mash buttons to escape just the same, but while they're trapped they can't be harmed by any means. The opponent can move the bubble around at a rate equal to Mario's run by pushing the control stick, preventing KOs on moving stages. This move does no damage, but has little lag. If Kira's Neutral B is in effect when this is used, the duration of the bubble is doubled.
---An excellent way to occupy the foe so Kira can use her Neutral B or create obsticals. Not for much else, I'm afraid.
Backwards Throw - Mental Cloud:
Kira turns and shoves the opponent away, then boots them in the back. Her foot is coated in a white mist, which wraps around the target's head. Does 7% and litte knockback, with a small lag. However, the opponent's button imputs will be switched around for 5 seconds (B with A, left with right, and up with down). While Kira's Neutral B is in effect, the opponent's jump height will be at 2/3 the normal amount.
---This attack is good for disruption, but use it sparingly, otherwise the opponent will get used to the reversed controls.
Down Throw - Warp:
Kira creates a round, black and purple portal the size and width of Donkey Kong in front of herself. A white and grey portal the same size and shape will appear at random within a distance equal to 1/2 the size of Final Destination to side and/or above Kira (but NEVER below). Kira shoves her opponent into the portal, the opponent vanishing into it and reappearing at the other portal inbetween shortly after. The opponent takes 12% damage and no knockback, and will have full use of their second jump(s) and Up B when they reappear. Anyone else who enters the portal will be teleported similarly, but take no damage. If Kira's Neutral B is in effect, the opponent will only be able to use their Up B (and glide/tether) to recover.
---Purely a stall tactic. You'll almost never KO someone with this. Otherwise, it's not too bad.
Up Throw - Muscle Boost:
Kira glows for a split second before her arms and legs thicken slightly. She holds the foe up with one hand without any visable effort, before lazily throwing them upward. Her frame returns to normal afterwards. Does 10% damage and high upward knockback, with a medium starting and ending lag. During Kira's Neutral B, her muscles stay plumped for 5 seconds, increasing the damage of all of her tilts, aerials, and situationals by 3% each, and buffing the knockback of her attacks by 1.2x the normal amount.
---The strongest of Kira's throws, this is the only one of hers that will KO. However, where it really shines is the secondary effect, increasing the knockback and damage of many moves for a short time. This turns Kira's moves with more then one hit (like the Forward Smash and the Up A Air) into potential monsters, but since you need to use both the Neutral Special and this before that happens, you won't be seeing that often.
~~(Situationals) Never Giving Up:~~
Ledge Attack (99% or lower) - Strong Gust:
Kira creates a burst of wind, pushing anyone near the ledge back three Custom Stage blocks and stunning them for a long duration. Does no damage. Very little starting or ending lag. If Kira's Neutral B is active, the opponent will recieve high horizontal knockback instead of being pushed.
---When your opponent tries to get close to take advantage of your perdicament, put them right back where they started with this.
Ledge Attack (100% or higher) - Burning Charge:
Kira throws herself onto the platform, creating small flames around herself as she does. Good range for a ledge attack, and deals 6% damage and medium knocback, with no starting lag and long ending lag. During her Neutral Special, there's no ending lag. Low priority.
---This move allows Kira to get back up on the stage faster then if she had climbed up normally. It's not very useful unless Kira's Neutral B is in effect, due to the ending lag.
Stand Up Attack (Lying on her stomach) - Sweep:
Kira slides her leg behind herself and swings the broadside of her sword in front of her. Similar to her Down Smash, any opponent hit by this attack will be knocked down as if they tripped. Does 3% damage and no knockback or hitstun. With her Neutral B in effect, opponents hit by this move will move with a slight limp and have their movement speed reduced by 20% for 5 seconds. No lag, starting or ending. Average priority.
---This is a very powerful situational, thanks to the side effects. Kira will have plenty of time to do whatever if she pulls this off.
Stand Up Attack (Lying on her back) - Explosive Stand:
Kira glows orange as she rises up, then creates small explosions all around herself, hiting anyone who gets too close. Short range and visibly telegraphed by the glow, but it does 10% damage and great knockback. Her Neutral B's effect gifts her with Super Armor as she stands. Average priority. Medium starting lag and ending lag.
---The Super Armor provided by Kira's Neutral Special protects Kira as she stands up, allowing for a powerful blow. Without the Super Armor, however, I advise against this move, as Kira stands very slowly.
~~!!Final Smash!!~~
~Miracle~
When Kira unleashes her strongest attack, everything on screen slows to one third it's normal speed, Kira included. Star shaped bits of energy the size of Wario fall from the top of the ring, desending at the speed an item normally does and vanishing in a technocolor haze when they come in contact with anything. Two rainbow colored stars appear every second and fall strait down, any of Kira's opponents hit by them will take 20% damage and no knockback or hitstun. This Final Smash lasts 15 seconds, and Kira is treated as if her Neutral B is active for it's duration. While it does massive damage, it can never KO on it's own.
---This does an amasing amount of damage to opponents, but will never KO on it's own. Spam Kira's finishing moves to keep opponents on edge and force them into the falling stars, or use her Up B and Up A Air and the like to scatter booby traps all over the stage and trap foes.
~~(In-depth Playstyle) Side Effects May Include...~~
Kira's stats, excepting jumps and movement speed, are pathetic. Her attacks are weak, and not fast enough to make up for it. Her moves vary in priority, but there are more low then high. What makes Kira worth playing is her Neutral B. It grants every single attact, excepting her grab pummel, a boost or additional effect. As long as Kira keeps it active, her stats go from sub-par to great, and her moves are varied enough for Kira to serve as a swiss army knife character.
To play successfully, you have to keep Kira's Neuitral Special in effect, while making sure not to leave yourself vulnerable while doing it. With the long starting lag, you can't just spam it whenever you want to keep it going. Opponents will simply take the oppurtunity to rack up some damage on Kira, or use a laggy but powerful move to finish her off.
The air is where Kira shines. Her aerials have many uses, and serve as her KO moves. Not to mention with the combination of strong jumps and slow fall speed, she can stay there and out of reach for a long time. Just don't forget Kira's ground moves entirely. They aren't as versatile, but provide plenty of stall tactics and have unique special effects that are useful in some situations, and are much better at racking up damage.
All in all, Kira is mostly defensive in nature, only going on the offensive to finish the enemy or break out of a corner. Be patient, be persistent, and be careful.
~~(Battling Kira) The Antidote~~
While Kira can inflict a multitude of side effects and control the stage to some extent, she doesn't do much damage. Your shield will take a lot for her to get through, so don't hesitate to use it. If she tries to use her Netral B, charge in and pummel her while she's helpless. If she gets it active, keep away until it wears off. Kira does not excell at any one area, be it stage controlling or attack power, so focus on your characer's strengths instead of her weaknesses.
~~(Taunts & Extras) Lighten Up!~~
Up Taunt - Dinner and a Show:
Kira creates 6 differently colored balls of energy and juggles them. The colors are green, red, blue, yellow, purple, and orange. At the end, she pockets them then bows.
Down Taunt - Flip Out:
Kira backflips and lands on one knee. She smugly throws out a victory sign.
Side Taunt - Decisions:
Kira stands up strait and closes her eyes in concentration, a miniture RPGish action menu appearing over her. The player can move the control stick to change which item is highlighted, but it doesn't do anything.
Result Screen Win 1:
Kira examines a silver crystal with a red ring floating around it. She's wearing white gloves with black fingertips and cuffs as she handles it.
Result Screen Win 2:
Kira claps her hands together and closes her eyes, a white light surrounding her as if she were using her Neutral B. Her eyes suddenly snap open and she throws her hands to her sides as if posing, smiling proudly at the screen.
Result Screen Win 3:
Kira creates a ring of light around herself. She smiles and crosses her arms. Small colorful bursts like miniture fireworks appear in the ring.
Loss:
Kira performs a basic clap, smiling for the victor but looking disappointed.
Character Symbol:
A simplistic crystal shape with a ring around the center, as if floating around it.
Wiimote Noise:
Kira shouts "I'm ready!" Her voice is smooth, but not seductive. Her tone of voice indicates she's excited.
Kirby Hat:
Kirby grows long brown hair, and gains a four-leaf clover badge on the left half of the area he would have a shirt collar. Kirby will gain Kira's Side B instead of her Neutral B, since it'd be useless to him.
Crowd Cheer:
"Ki-ra! Ki-ra! Ki-ra!"
~Alternate Costumes~ (Press the R button to switch.)
(Thanks nce again to Junahu!)
Standard costume: Kira wears a zipped up black vest over a white tshirt and grey pants that are just loose enough not to hug her rear and give fanservice. Shes has a green four leaf clover badge on the left side of her tshirt's collar. She has dark blue socks and white shoes with black toe and heel area. She has a brown leather sheath for her short sword attached to her right hip.
-Red: Her white shirt is replaced with a pink one, and the black parts of her outfit are replaced with a scarlet. Her grey pants now have a red streak running down each side. Her dark blue socks are now pink. Her badge is now a fireball shape instead of a four leaf clover.
-Blue: Kira swaps her tshirt for a light blue one, and all blacks are replaced with navy blue. Her pants have a plain blue ring around the hips and her socks are now teal. Her badge is changed from a four leaf clover to a white rose.
-Green: Kira's tee is a plain green and all black is now a hunter green. The bottom of each pan leg has a plain green star the sixe of Kira's hand. Her socks are now white with a green toe area. Her badge remains a four leaf clover, but she also has a tree badge on the opposite side of her collar.
Maid: Kira wears a sterotypical french maid costume. Black dress with a white appron, with a pair of shorts underneath the skirt to avoid fanservice. She has white silk stockings and wears plain black sandles instead of normal high heals, and rounds out the wardrobe by wearing a headband and placing her hair into a ponytail with a black bow. Her sword's brown leather sheath is still attached to her hip. The red, blue, and green team palette swaps simple replace the black with a dark shade of their own color.
Liquid: While traveling through the Roal Marshes to get to her next ruin, Kira and her friends were forced to deal with the transforming properties of the water. Traveling through each pool of water would result in a temporary transformation with it's own benefits and drawbacks. One of the transformations was that of living liquid. Kira assumes that form in this costume.
Kira's entire body is a violet color with a gelish consistency. She's retained her normal measurements and was able to manipulate her form enough to give herself some "clothing" matching the standard outfit in shape. Her short sword and it's holder is the only genuine article of clothing on her in this form, even though you can't see anything.
Trophies:
Kira Trine (Classic Clear)
--Description: Kira stands tall, feet together. She has her arms behind her back and is leaning forward with a mischevious smile. Her hair is allowed to flow free, ending at the base of her neck. If the player is to turn the trophey around, they'll see her holding a small red present behind herself.
--Character facts: At the age of 18, Kira's one of the youngest members of her guild. As part of the guild, she hunts monsters and the artifacts that resulted in their births. During this time, she hopes to bump into her elder sister, Rika, who has become legendary for saving a small village from a "Juggernaut", the term used to describe impossibly strong monsters. Kira keeps her relation to Rika secret to avoid expectations. She is remarkably cowardly, and has a phobia of tentacles from finding her sister's secret stash at a young age, but will force herself into combat if it means saving another.
Mina Lowe
--Description: A young, slightly tanned woman. Her nails are claw-like, and she has a wolf tail and two wolf ears. She's a full head shorter then Kira, and wears clothing that are two sizes too big. She has short brown hair, the same shade as Kira. Mina's torso is covered by a large white shirt, and her lower half is wrapped in a pair of blue jeans. Her shirt and pants are held by a brown belt with a silver buckle, preventing them from falling off. Mina's has a pair of black running shoes, each having the toe area removed for her claws/nails. Mins stands with her legs spread andher hands on her hips, smiling broadly.
--Character facts: The 17 years old girl is first seen seeking shelter from a storm and encountering bandits. While muscular for her size, Mina was quickly overwhelmed on her own, but was saved when Kira arrived. Mina has followed Kira everwhere since then, and is obviously smitten with her. Mina comes from a family of five, being the youngest. She's much more brave then Kira, and is very upbeat. Despite that, she has trouble communicating with others and could never really fess up to Kira about how she feels.
Rika Trine
--Description: A tall, thin, slightly muscular woman with long blonde hair and blue eyes. She's wearing a green jacket over a long sleeved white shirt, tan slacks, and white and blue shoes over red socks. Her face bears a deep resemblance to her younger sister's. She stands strait up with her sword raised in the air, her free hand on her hip and she's smiling broadly.
--Character facts: Rika is Kira's older sister and five years her elder. Rika gained legendary status after defeating a Juggernaut and saving a village. However, Rika's personality isn't fully known by the public. When on a mission and in mixed company, she is polite, blunt, and calm. When not in the field on a mission or talking to the higher ups she's brash, boisterous, and either obnoxious or a hoot, depending on your point of view. Rika is a leecher, though it's not obvious at first. She and Kira are very close, despite the elder getting on the younger's nerves. When not on a mission, she can be found in her favorite bar, the Blue Angel. Rika is above average in all stats, but her special attacks are very expensive.
~~(Custom Stage) Abandoned City~~
The stage is set in a early 1900's looking city, vines covering several buildings in the background and some of the smaller objects such as benches. The windows of the buildings are all completely gone. A few trees along the background of the stage have their roots cuting into the stone paths. What were once saplings now engulf much of the city.
The stage is a 30 custom stage builder block long walkoff stage. Upturned stones and large roots extend into the foreground, acting as ramps and solid blocks. Thinner branches hanging from the smaller trees hover 3 custom stage builder blocks off the ground, acting as two block long fallthrough platforms. A single pit exists in the center, two blocks wide. Every 8 seconds after the end of the last effect, a growl will echo from the background. After 3 more seconds, a random effect will occur:
-A large tentacle half the width of the pit and 5 custom blocks long will emerge from the hole, slam the left or right side of the ground, then drag itself back into the pit. It does 10% damage and sinks anyone hit into the ground as if they fell into a pitfall item. If Kira is left idle while the tentacle is out, she will shiver and pale visably. Takes a total of 6 seconds.
-10 fireballs, each the size of a custom stage builder block will fire out of the pit in pairs of two, arc, and land on a random area of the stage. Each hit does 15% damage, with medium knockback and hitstun. Takes 5 seconds to complete.
-The stage istelf will shake rapidly for a second, then a large geyser of water will shoot out of the pit and into the air, extending to the top of the screen. Anyone who touches the guyser will be launched upwards. Does no damage or hitstun, but it's possible to be sent clear off screen even at low damages. Lasts 5 seconds.
-A glowing ball of energy equal to four custom stage builder blocks in size will exit the pit. It will float towards the nearest enemy at the same speed that Ness's Up B travels. Contact with the sphere will inflict 20% damage and high knockback. The sphere lasts 4 seconds.
-A tornado appears in the pit, drawing all players and items towards it at a speed equal to Bowser's walk. Characters not on the ground will be draw towards it at double the rate others are. No damage in any way, but it will pull people into the hole if they're not careful.
Music:
http://www.youtube.com/watch?v=-PSZ7dBzddU (Final Fantasy 3 Boss Theme)
http://www.youtube.com/watch?v=jONfsUCAARE (Grandia 2 Random Battle Theme)
http://www.youtube.com/watch?v=EbIlQwSZMM0 (Grandia 2 Mid Boss Battle Theme)
http://www.youtube.com/watch?v=qzCVWsJwpSA (Breath of Fire V Dragon Quarter, "The Strong Enemy"(?))
http://www.youtube.com/watch?v=Bgl6KbtCv7E (Star Ocean 2, Random Battle Theme)
http://www.youtube.com/watch?v=yEhfY1vjX3o (Star Ocean 2, "Incarnation of the Devil" (Penultimate Boss Theme))
http://www.youtube.com/watch?v=dwtASYeer8Y (LiveALive, "Megalomania" (Chapter Boss Theme))
http://www.youtube.com/watch?v=OSubLXwUI-w (LiveALive, "Battlissimo" (Battle Theme Medly)
~~Assist Trophy - Mina Lowe~~
Effect: Mina appears with a flourish, backflipping and shooting a victory sign at the screen. Mina will run around the background of the stage. She moves at a speed equal to Captain Falcon's run. Whenever an opponent grabs an item, she'll run towards that opponent. When she passes, she takes the opponent's item and throws it in a random direction. She'll stick around for 20 seconds. and other assist trophies can be used during this time. She can't steal Dragoon Parts or Smash Balls. If she steals an item from Kira, she'll yell "Sorry! Please forgive me!"
Snake Codec:
Snake: Hey Otacon, what's this girl doing on the battlefield?
Otacon: That's Kira, Snake. She's an original character who has just made her debut in Make Your Move 5.
Snake: The Make Your Move competition? So she's not here as an official Brawl fighter?
Otacon: No, but they're letting her fight anyways. Strage she's here though. She's the type to run when there's danger.
Snake: She looks pretty excited about this fight to me, but if you say so. This should be easy enough.
Otacon: Don't count on it. She may be cowardly, but she stands her ground when she has to. Her homeworld is crawling with monsters, native wildlife mutated by strange artifacts. She's become famous for tangling with the nastier ones.
Snake: Artifacts? I don't suppose they have anything to do with her weird powers?
Otacon: Right. As a member of a hunter guild, she's delt with them for a long time. They can give you powers if you hang around them.
Snake: She doesn't look mutated.
Otacon: They only mutate people or animals that make direct, unprotected contact over long periods.
Snake: Ah, okay... hmm... You think she'd loan me a few?
Otacon: May I ask why?
Snake: Think about it. Ocelot strolls in all smug, then suddenly his moustache bursts into flame.
Otacon: Hahahahahaha! Oh man, I can't wait!
~~Final Notes~~
Thanks to Junahu (and the people in the MYM5 chat that pointed me in his/her direction), I've finally been able to make Kira an official entry. Since Kira's my character, I had plenty of freedom with her moves, but I tried my best to avoid turning her into an overpowered Mary Sue or anything. I'm glad I managed to scrounge up so many extras, and I'm happy that she has a long list of unique moves without feeling like there's no direction. I've actually been working on Kira since my first moveset, but I couldn't really post it without a picture so I switched over to my other movesets. I feel happy with my choices regarding this moveset, and I hope you enjoyed reading it.
Edits:
(5/15/09): Tweaked the FS based on Junahu's suggestion.
(5/16/09): Added picture of Alternate Costumes. Thanks again, Junahu!
(5/18/09): Listed some comboes in the move descriptions that I missed. (Thanks for pointing them out, Junahu!)
(5/30/09): Minor edit of the Custom Stage
(6/03/09): Fixed some typos, added entrance animation since I forgot it.
(6/08/09): Updated the orginization, added lag mentions in the moves I forgot to, fixed multiple errors, tweaked a few attacks. Thank you for your review, SirKibble!