The workings of an ultra intergalactic cybot-G!
Marina Liteyears
Stats
Height: ***
Weight: ****
Speed: ***
Traction: ****
Jump height: *****
Jump gravity: ***
Color alterations:
Normal - White dress, red pants with green hair and slateblue eyes/glove decals.
Alteration Red - Scarlet dress, black pants with crimson hair and golden eyes/glove decals.
Alteration Green - Jade dress, golden pants with black hair and slateblue eyes/glove decals.
Alteration Blue - Slateblue dress, black pants with black hair and golden eyes/glove decals.
Alteration Extra - Black dress, golden pants with golden hair and red eyes/glove decals.
Kirby: Marina's hat.
Main attacks:
A attacks:
A: Hook
Description - Quick hook with left hand.
Damage- 5%
Knockback- *
Speed- *****
Range- **
AA: Jab
Description - Quick jab with same hand.
Damage- 4%
Knockback- *
Speed- *****
Range- **
Natural combo: Flurry of fists
Description - Teran's B attack, the flurry of fists.
Damage- 5% per cycle
Knockback- *
Speed- ***
Range- **
Forward tilt: Punch
Description - Stronger jab with right hand similar to neutral A.
Damage- 8%
Knockback- **
Speed- ****
Range- **
Up tilt: Slash
Description - Slashs upward, like lunar's slash during the second phase of his battle.
Damage- 10%
Knockback- **
Speed- ****
Range- ***
Down tilt: Sweep
Description - Very similar to peachs. Just moving the hand in the reverse direction.
Damage- 6%
Knockback- **
Speed- ****
Range- **
Forward smash: Tarus punch
Description - Reels back fist, and lets out a powerful punch. Like tarus's, but less charge up.
Damage- 14%-22%
Knockback- ****
Speed- **
Range- ***
Up smash: Spin kick
Description - Does teran's spin kick. Fire element, as well. But since fire doesn't do anything in this game, it's just cosmetic.
Damage- 12%-20%
Knockback- ***
Speed- ***
Range- ***
Down smash: Sweep kick
Description - Hops, then does a quick low kick similar to luigi's, but spins while kicking.
Damage- 14%-16%
Knockback- ***
Speed- ***
Range- ***
Dash A: Backflip kick
Description - Like lunar's backflip kick during the second phase of his battle.
Damage- 10%
Knockback- **
Speed- ****
Range- ***
Aerial:
Nair: Spin
Description - Spins, hitting with the end of her hat.
Damage- 6%
Knockback- *
Speed- *****
Range- **
Fair: Boost punch
Description - Boosts foward with arm extended. Great knockback and priority.
Damage- 12%
Knockback- ****
Speed- ****
Range- ***
Uair: Air kick
Description - Like her up smash, but without the height raise.
Damage- 8%
Knockback- **
Speed- ****
Range- ***
Bair: Turn slap
Description - Spins around to hit enemy with back of hand.
Damage- 10%
Knockback- ***
Speed- ***
Range- ***
Dair: Stomp
Description - Like falcon's meteor, just without so much, you know, meteor property.
Damage- 10%
Knockback- ****
Speed- ***
Range- *
B attacks:
Neutral B: Shake
Description - Reaches out to grab opponent. It can grab nearly anything. If it comes into contact with an attacking enemy at the right time, not only does their attack stop, but if you throw backwards, it does 1.5 damage, like roy's counter. If you aren't in a grab counter state, you pick the opponent up, so you can move.
Press B and a direction to throw the opponent, exactly like in MM. If you press down while on the ground without pressing B, you begin to shake the enemy for 3% per shake. Smashing down does this faster, but stale move effect kicks in quicker this way.
Since, coupled with the down throw, this easily has the potential to be abused, they can easily get out of your grab, as easy as getting away from bowser's Koopa klaw.
Damage- 4%
Knockback- ***
Speed- ****
Range- *
Smash B: Knife kick
Description - On the ground, does quick and useful knife kick. If you jump immediately after, you gain twice the amount of air you usually would, as well as velocity. If done in the air, you do a dash similar to merco's. Stronger in the air, but you can't do anything until you land if you do it in the air. Chargable, so it works like samus's charge shot, for instance. Charge affects jump height and speed, and of course air range and speed.
Damage- 12%
Knockback- **
Speed- ****
Range- ****
Up B: Iron fist
Description - Extends arm like with a foward dash, but upward. Looks much like marina on the game cover. Can't alter trajectory, but falls slower once done, to allow for horizontal recovery.
Damage- %
Knockback- ***
Speed- ***
Range- ****
Down B: Clanpot
Description - Marina yanks a random item out of the ground. Gets either a throwing star which can hit multiple times, normal bomb with the power of link's bombs, or black bomb with red spots that explodes on contact, with good knockback that lifts opponent off ground. Throwing star is 20%, normal bomb is 12%, and bigger bomb is 8%.
Damage- 8%-20%
Knockback- ***
Speed- **
Range- *****
Grabs:
Grab:
Description - Does dash, and grabs. Reach of yoshi's.
Speed- ***
Range- **
Grab attack: Slap
Description - Hits with free hand.
Damage- 3%
Speed- ***
Foward throw: Tarus throw
Description - Slightly tosses opponent into air, then hits with other hand, yelling "You suck!". ala tarus. Her strongest throw.
Damage- 10%
Speed- **
Range- ***
Up throw: Lunar throw
Description - Slightly tosses opponent into air, then follows with claw attack while laughing. ala lunar.
Damage- 8%
Speed- ****
Range- **
Back throw: Marina throw
Description - Slightly tosses opponent into air, then quickly jumps into air and grabs opponent, does a midair backflip, tossing opponent backwards. Yells "hooaah!", as if throwing an energy attack.
Damage- 8%
Speed- ****
Range- **
Down throw: Merco throw
Description - Says "lame", then grabs them, throws them to the ground, and releases a flurry of punches. ala merco.
Damage- 10%
Speed- **
Range- **
Final Smash: Beastecor
Description - Marina teleports off stage, and the beastecor robot jumps on. Does 50% to everyone, or 150% to one person.
Misc.:
Knockdown recovery attack (Face): Surge
Description - Gets up while surging with electricity.
Damage- 4%
Knockback- **
Speed- ***
Range- *
Knockdown recovery attack (Back): Booster flip
Description - Quickly backflips while having boosters on.
Damage- 4%
Knockback- **
Speed- ***
Range- *
Under 100% Edge recovery attack: Boost lift
Description - Uses boosters to deliver a fast headbutt.
Damage- 5%
Knockback- **
Speed- ***
Range- ***
Over 100% Edge recovery attack: Slow surge
Description - Slowly gets back on stage, then surges with electricity.
Damage- 3%
Knockback- **
Speed- **
Range- *
Stance: Same as in game.
Idle animation: Same as in game.
Dash animation: Same as in game.
Crouch: Same as in game.
Block: Same as in game.
Roll: Same as in game
Backstep: Boosts backwards
Sidestep: Generic sidestep
Airdodge: Same as marth's.
Jump: Same as in game.
Backwards jump: Same as marth's
Double jump: Same as captain falcon's.
Backwards double jump: Same as captain falcon's.
Taunt: End level dance. Monolouge, of course, is "yahoo!".
Victory 1: End boss pose.
Victory 2: Opening cinema, before the prof. comes in.
Victory 3: Does idle dance, then notices the camera, and does second animation in opening (The one with the prof.)
Star KO: When the prof. is hit by his brother's attack, but done in marina's voice.
Loss: Same as samus.
Special attributes
Mid air dash:
Double tapping the control stick while thrown the other way will cause her to stop her velocity completly, with her boosters (You see this sometimes while facing bosses or mini bosses).
To keep from being cheap, isn't immediate, starts when she stops tumbling. As for after stopping the velocity, her dashes would use up her jumps. They would also go half a jump further than jumping, but just horizontally.
Activated by smashing desired direction, then jumping. Goes in 8 directions depending on how you held the control stick. Any direction horizontal or downward goes further than jumping.
Projectile grabs:
If she times her neutral B special attack at the right time when any projectile is coming at her (Even energy based ones), she can grab them and throw them back. Small projectiles lose power when thrown back (Arrows), any other physical ones retain the same damage, and energy based ones increase in energy once thrown back. However, to note, you can't hold energy based ones for long, they dissapate in about 15 seconds.
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Stages:
Migen's shrine: Tourney legal
Music:
http://gh.ffshrine.org/soundtracks/1152/7
Music (Alternate):
http://gh.ffshrine.org/soundtracks/1152/6
General size: Green greens(Vertical) x Green Greens(Horizontal)
Description: Takes place in the migen brawl stage. The platform from the boss fight is doubleed to create the main platform.
Two platforms the size of the old platform are on both sides, with that same size as the distance from the main platform. The catch of the level is, the main platform is the type that floats, so if you stay on it too long, it will sink. Acts the same as in MM, same sinking time, comes out of lava just as low as well.
Clance wars: Tourney illegal
Music:
http://gh.ffshrine.org/soundtracks/1152/4
Music (Alternate):
http://gh.ffshrine.org/soundtracks/1152/1
General size: Yoshi's island 64(Vertical) x Mushroom Kingdom(Horizontal)
Description: Takes place in the street below imperial HQ. This may be hard to visualize, but I'll do my best. Basically, on the bottom level is the street. First platform completely covers up the street below, you have to drop through it to get to the street. Second platforms are 1/4 the size of the first platform, one on each side.
Here's where it starts to get complicated. On the streets, there is an actual clance war going on, the resistance vs. the imperial empire. For the most part, it's random clancers fighting, but on each extreme side, there's a special enemy. For the resistance, they have Blockman on their side, and for the imperial empire, Marzen 64. On the two highest platforms, there's a sandbag each, that can take up to 250% damage.
Once it takes all the damage it can, it breaks, and the sheild on the opposite special enemy breaks. The one you fought for then does a super attack, wiping away the enemy forces.
The ground then shines either blue or red, depending on who you helped. If you're on the same side as them, you can go down into the street, and get healed for 2% health each second, for 30 seconds. If your enemy comes down, he gets shocked by the ground.
P1 and 3 are resistance, P2 and 4 are the imperial empire. The sandbags are clearly colored, and the ones you have to destroy lie on the opposite side of where you start. You, of course, will be clearly colored as well to know which one you're after.
Sorry if it wasn't clear, it would be better if I could sketch it for you.
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