BLACK DOOM THE WOLF
Game of Origin: Original Character (Normal Black Doom originiates in Shadow the Hedgehog)
This is Black Doom if he were designed as a more "standard" Sonic character. As opposed to being a giant alien monster, he is now an anthropormic Wolf. This redesign of Black Doom retains his Chaos Control Powers, but he now will also harness the ultimate power in the Sonic Universe: The franchise itself. OH THE HORROR!
OVERVIEW
STATS
MOVE SET
STANDARD ATTACKS
Standard A --- Iron Curtain
Black Doom will thrust one hand fowards as those two strand-like offshoots of his cloack lash out straight ahead of Doom. They are close together but act as two seperate disjointed hitboxes that are nearly as long as Sonic is tall. Both strands deal 5% with low knockback.
Upon the second press of A, Black Doom will swing his main cloak over his front, being a similar size to Mario's Cape. It is a disjointed hitbox that deals 4% with odd knockback, being adjusted so that opponent always ends a specific small distance ahead of where the cloack can reach. As long as you hold A, Black Doom keeps his cloak held in front of himself as it glows with a faint orange aura. The cloack will absorb any and all projectiles, glowing brighter and brighter as it does so. It needs 8 projectiles to reach max charge, though it can still continues to absorb more for defensive purposes.
When you release A, Black Doom will swish his cape back into position while thrusting fowards that same arm that swung it, causing a small blue burst of Chaos Control energy to emit at the spot that the initial cape swing knocks enemies into. This is another disjointed hitbox, and it deals 5% with below average knockback, and there is below average end lag. Black Doom's cloak retains the aura that it gained from absorbing projectiles until he is KOd. Just what does this aura do? You'll just have to wait and see!
Notes: The first part of the combo with the strands actually knocks enemies too far away for the second hit to connect. The second part of the combo is still useful for its anti-projectiles properties though.
Foward Tilt
Down Tilt
Up Tilt
Dash Attack --- Platform Clipping
Black Doom begins charging fowards at an almost Captain Falcon dashing speed, leaning fowards as he hurtles towards his opponent. Yeah, he's only one character length away from his enemy, and he's gonna...oh great, he just glitched through the platform. Yes, Black Doom will fall straight through the platform he's on, even if it's a solid one. If he is hit by an attack before completley sinking through, he will be ejected back up to the platform he's on, but otherwise he's gonna enter freefall as he leaves through the bottom of the platform.
However, this is a special freefall, indicated by Black Doom flashing red as he falls. If he actually falls into a pit in this state, he will still be KOd and respawn, but he will retain his damage and not loose a stock, essentially just being transported back to the stage with the standard invincibility that comes with respawning. The move has no lag on either end as he's just increasing his movement speed and entering freefall without any special animations to go with them. If Black Doom never reaches an opponent, he will just stop moving once he reaches the end of the platform.
Notes: This is a difficult move to pull off, since it does no damage and you have to be close to your opponent for it to take effect, and a quick enemy could just smack you out of your sinking.
SMASH ATTACKS
Foward Smash
Down Smash
Up Smash --- Loop
Ah, the iconic Sonic gimmick. A 2d loop-de-loop will appear in front of Black Doom that has the radius to just barely circle Bowser. Black Doom will then proceed to run through the loop, and what happens next depends on what you were doing when the loops was summoned. There is low lag to summon the loop and begin to run on it.
If you were simply standing still, Black Doom will start to run up it, but not have enough momentum to even run up the vertical part, and quickly falls off. His entire body is a low priority hitbox that deals 7% with average knockback. He also ends up lying on his back when the move ends with average end lag.
If you were moving but not dashing, Black Doom will run far enough to end up completley upside down, but then he will once again fall off. This time his body has average priority and deals 10% with average knockback. Black Doom will also quickly flip himself upright while falling so he lands neatly on his feet, giving the move low end lag.
If you were dashing into a sliding USmash, Black Doom will be able to fully run through the loop, his entire body having decent priority and dealing a nice 14% with above average knockback. He also is able to continue dashing as he exits the loop, giving this variation no end lag.
As for charging up the move, nothing happens unless you charge up all the way. In this case, Black Doom summons a 3d loop. He then automatically performs the dashing version of the attack, as loops in 3d Sonic games are automated eye-candy as opposed to actual obstacles. >_>
Notes: In all variations of the move, the opponent will simply be shoved out of the way of the loop if it appears on top of them.
AERIAL ATTACKS
SPECIAL MOVES
Neutral Special
Side Special
Up Special --- Gimmick of Death
BLack Doom will begin to laugh maniacally as he folds his arms and dark energy begins to gather underneath his feet. The energy begins to widen so that it extends a short distance to either side of Doom's feet, and extends downwards the height of Ganondorf. It then solidifies, and looks like...
OH EM GEE!
Here's some appropiate music for the occasion.
So anyways, like the actual drum that you "battled" in Sonic 3, it will now hover in place with Black Doom standing on top of it. You need to press up and down on the control stick to give the drum momentum in that direction, starting out as just a small push, but as you go back and forth vertically, it gains more speed and distance, eventually going straight into a KO zone if you get too zelous. The drum is a disjointed hitbox, and enemies hit by it will take 12% with above average knockback regardless of the speed of the drum. The drum lasts forever, so in order to get recovery out of if, you have to press the jump button, which will cause Black Doom to jump off it (first jump) as the drum disappears in a poof of smoke. There is above average startup lag to summon the drum, but no end lag as Doom is simply jumping off it to end the move.
If there's a floor in your way, the drum will abrubtly come to a halt when it hits the floor and you can no longer move the drum. A ceiling is even more deadly, as Black Domo will be crushed under it and be instanty KOd.
Down Special --- Chaos Rift
GRABS
SITUATIONALS
FINAL SMASH
STRATEGY GUIDE
EXTRAS
THE MAKE-YOUR-MOVE SHOUTOUT