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NORMALS:
JAB COMBO:
Jab 1: Left Hook Punch (does 2-3% damage, poor range as far as jabs go)
Jab 2: Reverse Roundhouse Kick (does 3%)
Immediate Follow-up with Horizontal Ax Slash
(does 8%, has light-armor frames, has good knockback, can kill mid-weights at >120% if sweet spotted)
*A fairly situational jab sequence, similar to Lucas' in execution (two inputs, three attacks).
DASH ATTACK:
An upwards Ax sweep similar to Wolf's DA in function. (does 7-11%, as great range for a dash attack, has a lot of end lag, easily punished.)
TILTS:
S-Tilt: Stabby-Thrust (like Roy's, but with a two-handed ax. does 4-7%. can be angled, a keep-away side tilt)
U-Tilt: Ganondorf's vBrawl U-Smash, with less start and end lag (does 4-6%, allows for juggles and follow-ups)
D-Tilt: Hilt Poke (does 4%, has almost no knockback on-stage with hella hitstun, has meteor properties off-stage)
SMASHES:
F-Smash: Similar to Dedede's side smash, animation wise. Has 2 optional attacks (by pressing A, he twirls around and does the same attack again, moving slighty forward each time.)
(Super-Armor on first hit. 1st hit: 10-22%, depending on charge. 2nd hit: 10-15%. 3rd: hit: 10-15%. Each attack has a slight quake effect, similar to Wario's D-Smash. MAJOR shield damage. MAJOR end lag. Impossible for these attacks to link without inhuman SDI. 1st and 3rd attacks similar to Ike's F-Smash in knockback, 2nd is much weaker.)
*One of his PM "gimmicks"
U-Smash: Shoryuken with a BIG *** AX (Super-Armor frames, does 15-25%, depending on charge. More vertical knockback than Ike's U-Smash, bothersome start and end lag.)
D-Smash: Spins 3 times with his Ax, similar to Roy's and Dedede's animation wise (Light-Armor frames, does 8-17%, depending on charge and if sweet/sour spotted, great horizontal knockback with a lasting hitbox all the way through on the ax and his body)
AERIALS:
Nair: 2 forward kicks, each similar to Mario's Nair in knockback (1st and 2nd hit: 4% each, can kill at high percents)
Uair: I dunno how to describe this. Imagine Wario doing his U-Tilt in the air if he were holding an ax.....yeah..got nothing else, yet. (very quick aerial, does 6%, juggles though)
Bair: A downward ax swing behind Hector. (does 7-12%, if sweet/sour spotted. spike properties if sweet spotted, moderate start up lag.)
Dair: Ike's Nair, without as much horizontal coverage. (does 7-12%, sends opponent diagonnally upwards, depending on what point of the swing connects. moderate kill power. no meteor properties)
Fair: Does 3 frontflips while holding out his ax. Think like Metaknight's Nair, but lasting much longer with INSANE range. If holding A, Hector will gain forward momentum while falling, during the attack animation. Is Jump or UpB cancellable, if double jump isn't used. (3 hits, each doing 7-10%. Excellent knockback on each hit, so they can't really flow into each other, while they all have potent killing potential. MAJOR end lag [a bit longer than Link's Dair] if not L=cancelled)
*his OTHER main gimmick
GRAB GAME:
Pummel: A headbutt, like Ike's, does more damage (dunno the numbers)
F-Throw: Hector Knee (does 4%, medium knockback, can chain throw at lower percents)
B-Throw: Backward Ax Sweep (does 6%, high knockback for a throw)
U-Throw: Upward Ax Sweep (does 7%, latches opponent onto the ax and flings them, can reliably kill off the top at higher percents)
D-Throw: Stomp (does 4%, similar to Snake's D-throw, an excellent tech chase throw)
SPECIALS: (copy and pasted from previous post with minor changes)
Up B: Standard attack animation (whatever it's called)
I couldn't find the animation I wanted, but he jumps WAY higher. It wouldn't allow for a lot of lateral recovery, but it could be used as an aerial finisher, with a hitbox all the way through (sweet spot on the axe, sour spot on his body).
*Light Armor frames, does 8-10%, has meteor properties on the downward swing.
Side B: Hand-Axe (using the Boomerang as a base)
Functioning almost exactly like the boomerang, traveling twice as fast. Maybe doing more damage with less hit-stun as a trade-off.
*does 6%, hitstun similar to Falco lasers
Neutral B: Warrior Critical Spin Attack
Chargable. Once fully charged, allows Hector to move across the stage while spinning, similar to Toon Link, but a LOT slower. Press B again for the optional second hit. Instant fast fall if used in the air.
*spin sequence does 10% all the way through, has less range than Link's spin attack, always sends opponents up diagonally.
*optional hit does 8%, has meteor properties
While I know Hector doesn't do this in-game, just look at all of the FE and Mother characters. A lot of them take attacks from their allies or just pull some crap out of nowhere (Eruption? Seriously, what is that?).
Down B: Parry
Similar to Counter in function, with twice the number of active frames Marth's Counter has. The counter-attack does 4% and has set knockback, sending the opponent a considerably far distance. A "get out mah face" move, primarily.
FINAL SMASH: Armads Critical (just for lols)
Stuns all players on stage, INSTAKILL on axe hit, causes a tremor effect that does 30% to any characters standing on the stage that aren't hit by the axe.
TAUNTS:
****, I don't know.
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