Before the presentation of her moveset proper, I'd like to make a proposal as to how Betty is represented; as most are aware, Betty Boop originated as a caricature of Helen Kane and Esther Jones, both popular flapper stars. As time marches forward however, Esther Jones is often considered the true progenitor of Betty Boop - as such, I would like Betty Boop to possess a darker skin tone similar to her earliest cartoon appearances. I believe its remarkably important to pay tribute to her inspiration, and the roster could always use POC inspiration anyways.
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betty boop is arguably the character on the roster most characteristic of her time so far. i mean that not in terms of being outdated {in and of herself anyways, the content of the shorts themselves is another matter} but in that she never truly emerged from that period like mickey, bugs or her fleischer costar popeye did. her shorts are laden with peculiar imagery, more ancillary to betty than drawn forth from her. and still, she is a magnetizing presence, a true star without enigma modelled off the beaus of the roaring twenties’ stage.
as such, betty employs a remarkably surreal gameplan, carrying opponents offscreen via her own platform manipulation and stage control -- commanding presence even if not always directly. she brings with her a fair amount of heft, the heavier end of the middleweight. to counter this, her overall mobility isn't sublime -- possessing a great walk speed for tilts but average run and air speeds respectively.
MECHANIC - SINGING SPIRITS
betty has the ability to summon ghastly apparitions through her voice, using her up tilt; up strong; up aerial; upward aerial strong and up special. they will remain suspended in midair after the attack is enacted, slowly descending downward - they operate as active hitboxes, although they can be dispersed by opponents and lack priority after their initial attack/summoning period.
if betty jumps atop these singing spirits, however, they'll flatten out and operate as a makeshift platform - servicing as such for two seconds maximum plus however long betty stands atop them - they cannot be refreshed after the two-second limit, as they disperse after betty jumps or is knocked off. additionally, betty's tilt attacks directionally influence the platform, allowing for manipulation of its position. betty can have four spirits active at a time, allowing for long-term trap set-ups and combo extensions.
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jab // betty performs a wry backfist with a wink; her jab has AMAZING priority, likely the best in the game, if not for its middling range.
dash attack // betty performs a heel spin with accompanying skid sound effect. timing the revolution will careen betty off the edge.
forward tilt // corking her body around a full revolution; betty does a chorus line knee lunge - short range. if betty's atop a singing spirit platform, her side tilt sends it one character length forward.
up tilt // betty flares both palms up in a "jazz-hands"-like motion before shaking them down with a wail, effective anti-air with lag. will steer a singing spirit platform half a character length upward. will similarly
summon a singing spirit above betty on use.
down tilt // betty juts her leg outward before tapping her heel against the ground. covers decent distance and stunlocks opponents. sends singing spirit platforms at a downward velocity.
forward strong // baring a paper fan, betty fans her face dripping with sweat for the duration of the charging animation. when the charge concludes, betty swipes with it upward a short range -- fire effects accompanying the trail. ultimately a very short-range attack but sends opponents at a slight diagonal at early percentages; good for comboing into singing spirits.
up strong // unfurling the fan, betty shuffles behind it cavalierly for the duration of charging. when released, betty emerges from behind the fan and holds a crescendo -- a singing spirit will emerge from her maw, albeit one imbued with flame effects for the initial attack.
down strong // betty crouches downwards fan in hand, with the archetypal fleischer left-and-right sway for the duration of charging. upon release, betty quickly spins whilst dragging the rim against the ground, invoking a circle of flame to spark. similarly short range but covers both sides and can low-profile enemy fire. if used atop a singing spirit platform, it'll combust under the pressure.
neutral aerial // betty employs the befittingly titled sex kick; she covers a short but wide area ahead but employs considerable recovery.
forward aerial // wolf whistling in an arc, betty sends a musical note projectile straight forward - premier zoning tool in midair. think villager's forward air.
back aerial // effectively similar to her forward aerial, sending a projectile behind with longer starting lag at a slightly lower trajectory.
up aerial // betty croons, her head enlarging slightly as a singing spirit is summoned above her. overall a good move for ladders.
down aerial // knees positioned at a 45
° angle, betty swings them in an arc descending - good for trading anti-airs though her hurtboxes are extended.
aerial strong // betty tightens her fist and rears her arm back for the duration of charging, and when released, performs the
dunk. her arm exaggeratedly swells to match the raw power of the attack, sending opponents downward on the sweetspot -- inarguably good for bouncing spirit platform setups.
upward aerial strong // betty adopts an almost pleading expression for the duration of charging, hands clasped. when released, betty swings both arms upwards to the skies in an arc, her arms similarly exaggeratedly swollen. her exaltations take the form of
two singing spirits, one low enough to combo from the initial hit. covers wider distance in and of itself of her singing spirit attacks, albeit necessitating that combo.
downward aerial strong // betty raises one knee as though she were preparing a dive kick, and when released, she rockets down briefly before her dress catches wind like a parasol. this allows betty a reprieve of suspension/floating, allowing her to mix up platform landing or simply to careen opponents into larger set-ups. betty will not enter freefall, but her aerial momentum will be severely reduced if she attacks out of the float.
grab // betty pinches the opponent, elbow raised with a contemptuous smirk.
pummel // a peck on her captive's cheek, betty's opponents taking brief fire damage upon each kiss.
forward throw // betty scoffs and cudgels the opponent into the ground, bouncing them upward at a high diagonal.
back throw // apropos to the forward throw, betty pirouettes and similarly beats the opponent against the ground - killing at higher percentages.
up throw // betty kicks the opponent once then twice, chorus-line style, sending them straight above for follow-ups.
down throw // twisting her pinch ever so slightly, the opponent is briefly stunlocked - betty being able to act with her jab; side tilt; up tilt or down tilt.
neutral special - initiation // betty blows a kiss, a small flaming heart quickly descending downward a la the belmonts' holy water - upon contact with the ground or an opponent, the fire morphs into a candlelight perched atop a waxen model of betty herself. this candlelight acts as a
beacon for the singing spirits, drawing them closer as long as its active. betty can have two candlelights active at any time, the spirits gravitating to whichever is closest. to compensate, these candlelights are relatively weak, suffering about 20% or so before flickering out in puffs of ash. good for recovery set-ups.
side special - staff rap // with a flourish, betty unfurls a crimson, partially translucent musical staff outward - a total of two measures extending 2/5's the length of battlefield's main platform. the musical staff acts as an accelerative channel, allowing both betty; opponent and opponent's projectiles to travel through at high velocity - if the staff is situated in midair, they can even perform aerials. upon a singular travel through the staff, it'll shorten by a measure - and a second travel will cause it to dissipate entirely.
however, should a singing spirit pass through the channel - either by themselves or as platforms betty's standing upon -
they are rocketed forward at high propulsion as projectiles. candlelights can similarly pass through the staff. utility move with high versatility; the staff can be destructed by enemy fire.
up special - hotsteppin' // betty sings three notes of an ascending scale, summoning three respective singing spirits - one beneath her, and two more ascending on a diagonal forming a staircase. opponents are comboed into each consecutive hit should betty use
hotsteppin' at close range, dispersing the spirits on contact. since betty can only have four spirits active at a time, its a remarkably fringe recovery option that drastically reduces the amount of traps you have onstage - granted if they stick around, they still possess utility.
down special - fatal attraction // brandishing a large microphone with an affixed magnet, betty raps her fist against it twice - emitting an electromagnetic pulse that emits a short radius around betty; most importantly, when activated, any active spirits will be rapidly magnetized straight down to the ground. upon contact, they'll serve as physics-based projectiles, curling into a wheel-like shape before peeling out towards opponents in range. the initial pulse serves as a quick get-off-me tool, albeit with follow-ups best anticipated with smart placement of your singing spirits. combos well into
staff rap.
super attack - swing you sinners! // betty flourishes, knocking over a row of gravestones as though they were dominoes half of battlefield's length forward. should the opponent collide with the headstones, they'll transported to a cavernous void - betty corralling in the center of deadly ghoulish figures. these ghouls taunt and prod the opponent backwards continuously, before they are bullied into falling backwards into their
grave. a spotlight flourishes on the tomb, as spontaneously flowers grow from the soil which betty takes a sniff off. the cinematic ends and opponents are appropriately launched and KO'd if over 130%.
entrance animation // a miniature stage with apropos curtain emerges from the battlegrounds; the curtain, emblazoned with betty’s face, unfurls to reveal her striking a pose -- a spotlight shines upon her as the stage deconstructs and she assumes fighter stance.
taunt i // "boop-oop-a-doop! - betty performs her iconic line with an accompanying pose and flourish.
taunt ii // betty tucks her head beneath her fan in seeming shock -- although a small slit opens in the fan's center for betty to peer through.
taunt iii // turning seemingly her whole body in an arc, left to right -- betty strikes a pose of intense tragedy, hand to her brow.
victory fanfare // an entirely string-led orchestration of betty's
"you think i'm beautiful? i'm not that beautiful."
victory i // betty waves both her arms in the air as a chorale, catching a bouquet of flowers as she sways left and right giddily.
victory ii // betty holds her arms outward; as two singing spirits hoist her up as though they were a swing, betty raising one leg ang winking.
victory iii // betty performs a shuffle with two waxen candles in the background; they break open to reveal two smaller betty boops performing the same dance in unison for the remainder of the victory screen.
losing i // head bowed solemnly, betty claps for the opponent; each clap a slight bob up and down.
series symbol - i'd reckon that an
inkwell is best indicative of the fleischer era betty imparts.