Character Moveset:
Tetra
The captain of a crew of pirates and an important character in The Legend of Zelda: The Wind Waker (and sadly, just a plot device in Phantom Hourglass). A quick and witty fighter, she is the holder of the Triforce of Wisdom in this fork of the Zelda timeline. Little is known about her such as where did she come from, what did she want with the God's Pearls, and why doesn't she have her own game yet?
Sadly, fan-kind has yet to recognize her awesomeness to warrant her inclusion as a playable character, which is incidently the codename of this moveset (They also seem to fail to recognize the opportunity to recreate a battle between a ninja and a pirate, but that's besides the point). So without further ado...
Entrance: Appears in an upwards puff of grey cel-shaded smoke. (Read: not an explosion, like Toon Link's) Trademark wink, then pulls out a sword from her scabbard.
Note: Tetra’s sword is quite scimitar-esque, but it has a unique handle; it’s a rotatable ring within the hilt that allows her to spin it quite quickly yet stop it at any moment. It also attaches to her grappling hook, which she can then throw forward with a spinning blade of extreme multi-hitting on the hook. For the future, we’ll refer to this as the grapple-saw.
Run Speed: B+
Jumps: 2, B+
Weight: C
Drop Speed: B (higher grade = faster drop)
Crawling
Wall Jump
Taunt 1: Trademark wink + sound. You simply cannot beat that one.
Taunt 2: Gives that look that says "Is that all you've got?"
Taunt 3: Throws the Pirate Charm upward, catches it and puts it back in pocket.
Attacks:
A: Simple slash forward to the left.
AA: Left slash, then right slash.
AA, U-Tilt: Slash, slash, slices diagonally upwards. Tetra’s normal combo stops at AA, but can be continued with a U-Tilt…
AA, U-Tilt, F-Tilt: ….and a fourth move as well, where she throws the grapple-saw. This has good range, but is set back by the few moments it takes to set it up.
Dash-A: Deals a twin slash, first with a spin-slash, then a downwards strike. Jumps back afterwards.
Ledge-Attack: She's airborne as she pulls herself up, but she also throws a grappling hook outwards. this operates much like her side-B (see below)
Tilts:
F-Tilt: She flips back, dodging any incoming attacks. Upon landing, she throws the grapple-saw forward.
D-Tilt: In that general Legend of Zelda crawling animation, she stabs forward at the ground. This has little range, but can trip.
U-Tilt: She flips her sword upwards, so it spins in the air above her before landing back in hand. Good damage.
Aerials:
Nair: Does a double spin-slash, which has priority and damage. This can be performed quickly after her Up-B.
Fair: Appears to hold her hand back before swinging the grapple-saw upwards in an arc. This covers the region in front of her, and has poor landing lag.
Bair: Deals a quick strike behind her. This is a rather generic-working Bair; hits fast in order to do it multiple instances.
Dair: She throws the grappling hook (no sword) downwards. Anyone caught by it gets thrown skyward. So basically, it’s a Dair that juggles.
Uair: The grappling hook gets thrown upwards, pulling anyone struck by it down. So inversely, it’s a Uair that spikes.
Grabs:
Grab-Attack: Pummels with the hilt.
F-Throw: Throws the enemy forward before rushing and slashing quickly.
B-Throw: Loads the foe into cannon, points it behind her, then shoots.
D-Throw: Throws the foe to the ground while she jumps above. Performs an arc-slash that strikes anyone below.
U-Throw: Shoves the opponent into the catapult, then launches him forward. Pretty far range.
Smashes:
F-smash: Performs two quick wide slashes (left, right) before dealing the finishing spin-slash.
D-smash: Prepares to sweep the ground around her with her blade. Tilting up upon release will allow her to strike the area around her head instead.
U-smash: Charges up the cannon (which is unloaded), but facing the floor. On release, she points it upwards, blasting anyone hit by the gunpowder explosion from the barrel.
Specials:
B: Cannon. She pulls out a miniature cannon loaded with a cannonball, which she can then charge or fire immediately. There’s quite some end-up lag and Tetra will go into freefall if it’s used in air, so it isn’t spammable. Charging allows for more power, speed and range, but the attack will go off by itself upon max charge. The cannon can be titled quickly by up to, say, 75 degrees upwards and downwards. Cannonballs will explode upon impact of either the ground or any enemy character. Reflectors can bounce it.
Side-B: Grappling Hook. Pulls it out (a bit of lag here) the grappling hook and throws it forward. This special can also be charged so that it would reach forward. If it misses, there will be end lag proportionate to how far it went. (Read: you’re a sitting duck for a second or two.) If it hits, it will generally pull the opponent towards Tetra (not necessarily grab). But if the opponent is holding an item, the Grappling Hook will instead snatch the item and bring it back to Tetra for her to use. In such a case, you can also hold B when the hook comes back to instead keep swinging it above her head (item in tow) and to throw it forward very far and quickly upon release. This move can be used as a tether recovery.
Down-B: Parry. A sort of counter move, she moves into position so that it looks like she's charging her forward smash. This activates on a variety of instances: If an attack connects during this timeframe, she then leaps above the opponent (taking no damage or impact) and knocks the foe from behind, stunning the opponent. The stun time is generally small, but will be somewhat longer the stronger the activating attack was (i.e., PK Fire will get a counter-stun of about 1 second while Warlock Punch yields about 2.5 seconds.) If the opponent dodges behind her during this animation, she instead strikes behind her, dealing a good deal of damage (The damage dealt generally does not change). If the opponent attacks with a body-spin attack, (Mach Tornado, Olimar's U-Tilt, Whirling Fortress, R.O.B.'s D-smash) she hops on the foe and balances on the top with her sword's handle until the ride's over, wherein she hops off leaving the foe footstool jumped. Damage is dealt equal to half the amount that the spin-attack should be dealing.
Up-B: Catapult. The ship catapult pops out of nowhere; she hops on, then launches off. Flight distance is a bit less than the length of Battlefield. After pressing up-B, you can tilt the analog stick to adjust the direction. (i.e. tilting forward will result in a long hop while tilting backwards will be a high leap with little forward distance. Yoshi's Egg Toss is a good reference.) If it’s used in the air, the catapult will fall downwards ala Sonic's Up-B, hitting anyone in the way. Tetra can use her aerials and any other attacks a second later (As mentioned earlier, Nair can be used more quickly.)
Final Smash: Blades of Wisdom
On activation, (when time slows for everyone else) Tetra does a short sword flip (which by the way is glowing great golden) before dealing a powerful slash. This has the range of Luigi’s Up-B sweetspot, but insta-kills.
From the slash, three horizontal golden triangles (that are spinning very fast) shoot out. Anyone caught in one is pretty much stuck. The triangles have boomerang behavior; after shooting off, they’ll come back to Tetra, but instead whizz past her to do a round trip. Each triangle can deal 50% on their own to anyone who takes in every strike. After 6 round trips, the triangles will stop where they float (they’re still spinning) then return to Tetra’s sword. There’s no huge knockback in this last part, but any unlucky foes caught in the spinning will be brought to you, so you can charge a Smash to finish it.
Victory Pose 1: Crosses arms and does trademark wink. Ownage.
Victory Pose 2: Throws sword upwards, catches and gives a “too easy” expression
Victory Pose 3: Makes two feint slices and does a mock imitation of Link's sword sheath.
Defeat Pose: Just clapping her hands. No need to elaborate here.
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Well, that's that. Hope people here like it.