Omniscient X
Smash Journeyman
- Joined
- Mar 6, 2010
- Messages
- 326
Welcome to Project Prototype
Omni here, I know some of you have witnessed me failing to complete previous hacks and such, but let me just tell you this is nothing like the rest of those. The others eventually ran into problems that required hard hexing to fix and that wasn't something I wanted to spend time doing, instead I've already mostly mapped out how I'll progressively make this character. With no further ado I give you, what I hope to be one of the best hacks of all time, Alex Mercer!!
Alex is over Ike and has some very unique traits and I've had some sandbox-style character experience with Cole McGrath and I decided to try and give Alex that sandbox-type feel in Brawl. This is why I modified most of his attributes to make him play very differently from your standard Brawl character as you'll see in his stats and moveset. I also encourage you to read the Playstyle I don't have the Playing Against up yet but it will be added soon. First I want to see what you guys think and know that I tried my best to keep him not OP. He goes over Ike and hopefully you'll see why Ike's the one and only choice and I know he'll have to compete with Naruto and Cloud hacks but I believe this will be a great hack!!
Just a note that I will update this post frequently with new screenshots and more proof of progress in the future! For now enjoy what's there!
Alex Mercer's Info:
-Statistics:
Size: 7/10
He’s the same size as Ike
Weight: 8/10
Alex’s body is completely comprised of biomass making him heavier than the usual human, which makes him more resistant to knockback from powerful moves.
Walk: 4/10
Average walk, seems slow to me.
Run: 8/10
All of Alex’s physical abilities have been enhanced to superhuman levels, his speed is no exception, he can outrun cars attaining speeds of over 60 miles per hour. However, his speed isn’t his main weapon, in fact it may hinder his progress in fights due to overshooting opponents
Power: 9/10
Alex Mercer is power, his regular punches can shatter concrete and kill humans, while when he uses his biomass to shape his limbs into weapons their power increases exponentially. His most powerful move is his Critical Pain Devastator.
Attack Speed: 6/10
I couldn’t really rate this stat accurately due to the incredible variation in his attack speeds, for example attacks with regular punches, the Claws and the Whipfist are fast but overall weak while the Blade is a little slower but deals more damage and knockback. Finally moves that utilize the Hammerfist or Groundspike powers are slow but immensely powerful.
Range: 5/10
Alex is fast and immensely strong, however he lacks a projectile and he must protect his weakness by constantly engaging ranged opponents. Although when in dire need to protect himself from suppressive fire he has an answer to projectiles…
Priority: 8/10
Alex’s attacks are mostly brute force and his punches, Claws and Whipfist have quiet low priority, while the Blade and Hammerfist have the highest priority of his moves. Not only can they “clang” with swords but they can “pierce” powerful projectiles and stop them dead in their tracks, though that requires incredible timing.
1st Jump: 10/10
An incredible first jump, one of the best ever.
2nd Jump: 7/10
Alex’s midair jump doubles as a glide technique while he only slows his fall, he also shoots forward a good distance. Note: Alex has 5 glides. (no vertical gain)
Recovery: 5/10
He has above-average jumps but his recovery move is only good for certain situations.
Fall Speed: 8/10
Pretty fast fall speed, the again he is a heavy character.
Air Speed: 7/10
Alex’s mastery over his biomass-filled body lets him maneuver quiet well in the air, which is one of his better ways to approach projectile-reliant characters.
Crouch: 6/10
Sub-Par pretty much useless.
Hover: No
Crawl: No
Wall Jump: No
Glide: Maybe, if I can get it to work
Wall Run: I edited Ike’s “hit wall” animation and PSA in order to allow him to do a spectacular feat: he jumps onto the wall and runs up for a short ways before leaping off! This maneuver get you well into the air, if the wall is decently tall that is, and can give you plenty of space to rain the pain from above!
He’s the same size as Ike
Weight: 8/10
Alex’s body is completely comprised of biomass making him heavier than the usual human, which makes him more resistant to knockback from powerful moves.
Walk: 4/10
Average walk, seems slow to me.
Run: 8/10
All of Alex’s physical abilities have been enhanced to superhuman levels, his speed is no exception, he can outrun cars attaining speeds of over 60 miles per hour. However, his speed isn’t his main weapon, in fact it may hinder his progress in fights due to overshooting opponents
Power: 9/10
Alex Mercer is power, his regular punches can shatter concrete and kill humans, while when he uses his biomass to shape his limbs into weapons their power increases exponentially. His most powerful move is his Critical Pain Devastator.
Attack Speed: 6/10
I couldn’t really rate this stat accurately due to the incredible variation in his attack speeds, for example attacks with regular punches, the Claws and the Whipfist are fast but overall weak while the Blade is a little slower but deals more damage and knockback. Finally moves that utilize the Hammerfist or Groundspike powers are slow but immensely powerful.
Range: 5/10
Alex is fast and immensely strong, however he lacks a projectile and he must protect his weakness by constantly engaging ranged opponents. Although when in dire need to protect himself from suppressive fire he has an answer to projectiles…
Priority: 8/10
Alex’s attacks are mostly brute force and his punches, Claws and Whipfist have quiet low priority, while the Blade and Hammerfist have the highest priority of his moves. Not only can they “clang” with swords but they can “pierce” powerful projectiles and stop them dead in their tracks, though that requires incredible timing.
1st Jump: 10/10
An incredible first jump, one of the best ever.
2nd Jump: 7/10
Alex’s midair jump doubles as a glide technique while he only slows his fall, he also shoots forward a good distance. Note: Alex has 5 glides. (no vertical gain)
Recovery: 5/10
He has above-average jumps but his recovery move is only good for certain situations.
Fall Speed: 8/10
Pretty fast fall speed, the again he is a heavy character.
Air Speed: 7/10
Alex’s mastery over his biomass-filled body lets him maneuver quiet well in the air, which is one of his better ways to approach projectile-reliant characters.
Crouch: 6/10
Sub-Par pretty much useless.
Hover: No
Crawl: No
Wall Jump: No
Glide: Maybe, if I can get it to work
Wall Run: I edited Ike’s “hit wall” animation and PSA in order to allow him to do a spectacular feat: he jumps onto the wall and runs up for a short ways before leaping off! This maneuver get you well into the air, if the wall is decently tall that is, and can give you plenty of space to rain the pain from above!
-Moveset:
Special Attacks:
Neutral Special: Groundspike Graveyard (Devastator), Alex has to charge up for quiet some time, about 3 seconds, before he can jam his hands into the ground to unleash a wave of deadly black Groundspikes from the earth that cover 3 stage builder blocks in front and behind him. The spikes deal 7% slash damage and medium forward/backward, depending on relevancy to user, making them a perfect offensive weapon against an onslaught of enemies.
This attack can deal with hordes of subspace enemies or a couple of brawlers in one fell swoop but it has to be used at the right time in the right situation. The best set up for this is to interrupt a brawl with Bulletdive Drop then when your opponents are still reeling use Groundspike Graveyard, then when their almost upon you they get blasted up and away!
Side Special: Blade Frenzy/Saw, Alex manifests his incredible Blade power and on the ground ferociously attacks enemies with a 5-series chain of vicious and powerful slashes and stabs with the blade. All slashes do 6% damage with medium knockback while all stabs do 9% damage with weak knockback. Alex moves a fair distance forward with each slash/stab effectively covering 3-4 stage builder blocks by the end of the move. The move automatically moves/attacks once activated and cannot be lengthened or shortened, however it can be canceled by releasing the B button at any time during the move.
In the air, however, the move takes on a completely different approach as the Blade Saw Alex tucks into a ball with his Blade power activated and spins at a high speed. The blade itself does 7% damage and medium forward KB, while Alex’s body does 2% damage and weak KB. Like its grounded counterpart, this move can be canceled by releasing B at any time although it only lasts for about 2 seconds. This move is excellent for approaches and can be used to counter weak projectiles to effectively negate a “camping” strategy.
Up Special: Charged Jump/Air Dash, by charging large amounts of biomass in his legs Alex can leap 10-stories vertically or more. After about a second or so of charging, Alex will leap to an immense height (over 12 stage builder blocks vertically), while retaining his midair jumps, which are basically glides. If Alex hasn’t used his Up-Special and he’s in the air then he can perform an Air Dash, which basically propels Alex forward at a high speed with no vertical gain. The Air Dash does make for a great dodge allowing Alex to avoid falling projectiles and get form place to place very quickly.
Down Special: Shield, Alex Mercer’s answer to impending projectile attacks, he converts his arm into a diamond-hard shield of nearly invulnerable biomass, which allows him to withstand more than most opponents can dish out. This move makes Alex’s front basically invincible to any attack, although projectiles are not reflected by the attack they are negated, and he doesn’t move backward from any attacks such as Pit would. The downsides to this move are not only is he vulnerable in his back, he also must hold the attack for 5 seconds no more and no less, a drawback I created to prevent spamming of the move.
Standard Attacks:
A+A+A Combo: Variation Combo, Alex first enhances his left fist with his Hammerfist power effectively doubling his strength and lashes out with a powerful punch dealing medium forward KB and 4% regular damage, followed by a kick dealing 6% regular damage coupled with medium upward KB and the final move of the combo has Alex activate his Blade power and do a quick forward slash dealing 9% slash damage and medium forward KB. Alex then deactivates his Blade and returns to his idle stance.
Upwards-Tilt: Uppercut Launcher, Alex does a quick, but powerful uppercut that knocks foes into the air with a lot of hitstun, allowing you to combo the opponent after the attack. The attack also propels him into the air as well, but only in the animation, Alex lands and you can only move/attack once he has done so. This is a great combo starter
Side-Tilt: Blade Slash, Alex activates his Blade power and does a quick horizontal slash before reverting to his normal form. The slash does 7% damage and medium-high forward knockback, however the drawback is that there is a fair amount of startup lag for a side tilt. This attack is great at killing opponents it’s just so predictable and the Blade growing from Alex’s arm prior to the attack is a dead giveaway allowing opponents to dodge and punish the move.
Downwards Tilt: Ground-Shatter, Alex smashes the ground with his fists creating a shockwave that knocks opponents back with high hitstun, medium knockback and 4% damage. This move is great for creating space and allowing Alex to seize the upper hand in a brawl, although it can be quiet easily dodged and punished but an opponent that has you reeling won’t usually expect an area effect attack.
Dash Attack: Shield Rush, Alex does a shoulder ram with his shield activated doing 9% regular damage coupled with medium forward KB to any enemy he comes in contact with. The active time of the shield is literally around 20-30 frames, however during those frames Alex’s front hurtboxes are immune to damage and KB, effectively making him pseudo-invincible seeing as he’s still vulnerable from the rear.
Aerial Attacks:
Neutral Aerial: Air Blade Slice, Another stall-then-fall attack where Alex activates his Blade power and briefly charges his attack before going flying downward at a -70 degree angle. The blade meteor smashes any opponent it comes in contact with and deals them 6% regular damage, on impact there’s a brief frames where the blade deals 10% damage and medium forward knockback. It also releases a small shockwave that pushes opponents backward.
Upward Aerial: Boost Glide, Alex hovers for a brief moment before streaking forward at 1.5 times faster than his regular glide, it doesn’t do any damage but it makes for a great recovery move and can be used more than once. Just be careful or you might overshoot your obstacle, another note is that after about 20-30 frames you can cancel into another aerial attack allowing you to use your increased momentum for offense. A great combo is a Boost Glide into a Hammerfist Crush allowing you to overtake and overpower other airborne opponents or pummel a single grounded one!
Forward Aerial: Hammerfist Crush, Alex activates his Hammerfist power and swings his fist in a single powerful overhead arc downward that actually causes Alex to somersault after the initial strike due to the inertia and force the move possesses. The “fist” does 8% regular damage and a powerful meteor-smash; although it’s angled forward I’m still referring to it as a meteor smash. One of Alex’s best transition moves allowing him to take an aerial battle to the ground, where he can overpower and destroy the opponent.
Backward Aerial: Reverse Slash, Alex activates the Blade power and slashes behind him doing 5% damage and medium backward knockback. A simple move to defend Alex’s blind spot when in aerial combat of course when he uses this move he may protect one weakness, but he creates many more!
Downward Aerial: Bulletdive Drop, Alex hovers for a brief second before plummeting towards the ground at a terrifying pace, dealing 5% regular damage to anyone he makes aerial contact with and sending them crashing into the ground. Upon impact, an large shockwave randomly knocks opponents into the air, flings them away, and impales them though it always does 10% damage to anyone it hits. Though this move is incredibly hard to aim, it is a great disturbance move allowing you to take out many enemies at once or even subdue a single powerful opponent. Note that the shockwave also releases a medium windbox chucking barrels and boxes away from the point of impact.
Smash Attacks:
Upward Smash: Knuckle Shockwave, Alex crouches before smashing his fists together creating a sonic boom and a visible shockwave of energy! The shockwave knocks opponents back with a brief but strong windbox and allows you to recover for a moment.
Forward Smash: Hammerfist Smackdown, Alex activates his Hammerfist power in his left arm and hits the ground with the back of his hand creating a medium size shockwave, before swinging his fist in an arc and crashing it into the ground in front of him creating a larger shockwave. The smaller shockwave knocks opponents barely into the air with high hitstun and 1% damage and the strike itself does 17% damage and high forward knockback it’s probably one of Alex’s most powerful moves. Finally the larger shockwave or “impact crater” does 7% damage and medium forward knockback. This move is perfect for getting up close and personal with an opponent and once you manage to get it going it’s hard for the opponents to DI out of the hitstun and avoid the insane power behind the strike and large shockwave.
Downward Smash: Groundspike, one of Alex’s staple moves for medium-ranged combat, he quickly activates his Claws power and jams his left hand into the ground sending his biomass tunneling through the earth. After a second, his biomass exits the ground about 3-4 stage builder blocks away producing a bristle of long black spikes that deal 10% slash damage and medium-high diagonal (upward) KB. The spikes are left in effect for another second or two before Alex retrieves his biomass, dragging the spikes and the rest of his “arm” back to him before converting it back into an arm.
Throws:
Grab: Whipfist-Grab, Alex activates his Whipfist power and swings his arm in an arc while the blade covered claws of his “whip” hand grab the opponent. Great grab range, Alex then deactivates the Whipfist power to fully access all his options for throws and pummeling.
Pummel: Hammerslam, Alex activates his Hammerfist power and does a rather slow but powerful punch that does 6% damage to the enemy and takes approximately 20 frames.
Upward Throw: Flip Slice, Alex tosses the opponent above him then very quickly activates and slashes the enemy with his claws doing 11% damage and medium upward knockback. Note the slash is not just a throw hitbox; it also has a regular hitbox allowing it to hit other opponents and do similar damage and knockback!
Forward Throw: Charged Throw, Alex uses his tremendous superhuman strength to throw the opponent an incredible, but set, distance dealing 5% damage on release.
Backward Throw: Toss, a simple backwards throw Alex spins and tosses the opponent behind him doing 4% damage to them. Not a whole lot of distance on this throw, however it’s still a decent throw.
Downward Throw: Consume, Alex’s staple ability in Prototype resurfaces in Brawl! He holds the opponent by their neck in the air and activates his Blade power, which he then utilizes to stab the opponent. He the “consumes” the caught foe which does 10% damage to them and heals Alex by 10% damage as well. Once he’s finished he chucks the opponent a short distance forward, with no damage.
Final Smash: Critical Pain Devastator, Alex is invincible during his short wind-up before unleashing a beam of hardened biomass that shoots across the stage! It can plow through walls, enemies, summons you name it this thing can kill it, and in addition it’s extending so fast that the air around it being pushed aside so fast that it creates a windbox that can kill people! The concentrated beam does 30% damage to anyone it hits and very high forward KB. It has virtually unlimited horizontal range, however a player still has time to run and jump away from it once Alex does it. The beam lasts about 5 seconds before quickly retracting back into Alex’s palms, when retracting it does 3% damage per hit and pulls the opponent back towards Alex. It can even set up for another attack to finish off opponents caught during its retraction, however it is such an intense attack that most things won’t live after being hit with it.
Neutral Special: Groundspike Graveyard (Devastator), Alex has to charge up for quiet some time, about 3 seconds, before he can jam his hands into the ground to unleash a wave of deadly black Groundspikes from the earth that cover 3 stage builder blocks in front and behind him. The spikes deal 7% slash damage and medium forward/backward, depending on relevancy to user, making them a perfect offensive weapon against an onslaught of enemies.
This attack can deal with hordes of subspace enemies or a couple of brawlers in one fell swoop but it has to be used at the right time in the right situation. The best set up for this is to interrupt a brawl with Bulletdive Drop then when your opponents are still reeling use Groundspike Graveyard, then when their almost upon you they get blasted up and away!
Side Special: Blade Frenzy/Saw, Alex manifests his incredible Blade power and on the ground ferociously attacks enemies with a 5-series chain of vicious and powerful slashes and stabs with the blade. All slashes do 6% damage with medium knockback while all stabs do 9% damage with weak knockback. Alex moves a fair distance forward with each slash/stab effectively covering 3-4 stage builder blocks by the end of the move. The move automatically moves/attacks once activated and cannot be lengthened or shortened, however it can be canceled by releasing the B button at any time during the move.
In the air, however, the move takes on a completely different approach as the Blade Saw Alex tucks into a ball with his Blade power activated and spins at a high speed. The blade itself does 7% damage and medium forward KB, while Alex’s body does 2% damage and weak KB. Like its grounded counterpart, this move can be canceled by releasing B at any time although it only lasts for about 2 seconds. This move is excellent for approaches and can be used to counter weak projectiles to effectively negate a “camping” strategy.
Up Special: Charged Jump/Air Dash, by charging large amounts of biomass in his legs Alex can leap 10-stories vertically or more. After about a second or so of charging, Alex will leap to an immense height (over 12 stage builder blocks vertically), while retaining his midair jumps, which are basically glides. If Alex hasn’t used his Up-Special and he’s in the air then he can perform an Air Dash, which basically propels Alex forward at a high speed with no vertical gain. The Air Dash does make for a great dodge allowing Alex to avoid falling projectiles and get form place to place very quickly.
Down Special: Shield, Alex Mercer’s answer to impending projectile attacks, he converts his arm into a diamond-hard shield of nearly invulnerable biomass, which allows him to withstand more than most opponents can dish out. This move makes Alex’s front basically invincible to any attack, although projectiles are not reflected by the attack they are negated, and he doesn’t move backward from any attacks such as Pit would. The downsides to this move are not only is he vulnerable in his back, he also must hold the attack for 5 seconds no more and no less, a drawback I created to prevent spamming of the move.
Standard Attacks:
A+A+A Combo: Variation Combo, Alex first enhances his left fist with his Hammerfist power effectively doubling his strength and lashes out with a powerful punch dealing medium forward KB and 4% regular damage, followed by a kick dealing 6% regular damage coupled with medium upward KB and the final move of the combo has Alex activate his Blade power and do a quick forward slash dealing 9% slash damage and medium forward KB. Alex then deactivates his Blade and returns to his idle stance.
Upwards-Tilt: Uppercut Launcher, Alex does a quick, but powerful uppercut that knocks foes into the air with a lot of hitstun, allowing you to combo the opponent after the attack. The attack also propels him into the air as well, but only in the animation, Alex lands and you can only move/attack once he has done so. This is a great combo starter
Side-Tilt: Blade Slash, Alex activates his Blade power and does a quick horizontal slash before reverting to his normal form. The slash does 7% damage and medium-high forward knockback, however the drawback is that there is a fair amount of startup lag for a side tilt. This attack is great at killing opponents it’s just so predictable and the Blade growing from Alex’s arm prior to the attack is a dead giveaway allowing opponents to dodge and punish the move.
Downwards Tilt: Ground-Shatter, Alex smashes the ground with his fists creating a shockwave that knocks opponents back with high hitstun, medium knockback and 4% damage. This move is great for creating space and allowing Alex to seize the upper hand in a brawl, although it can be quiet easily dodged and punished but an opponent that has you reeling won’t usually expect an area effect attack.
Dash Attack: Shield Rush, Alex does a shoulder ram with his shield activated doing 9% regular damage coupled with medium forward KB to any enemy he comes in contact with. The active time of the shield is literally around 20-30 frames, however during those frames Alex’s front hurtboxes are immune to damage and KB, effectively making him pseudo-invincible seeing as he’s still vulnerable from the rear.
Aerial Attacks:
Neutral Aerial: Air Blade Slice, Another stall-then-fall attack where Alex activates his Blade power and briefly charges his attack before going flying downward at a -70 degree angle. The blade meteor smashes any opponent it comes in contact with and deals them 6% regular damage, on impact there’s a brief frames where the blade deals 10% damage and medium forward knockback. It also releases a small shockwave that pushes opponents backward.
Upward Aerial: Boost Glide, Alex hovers for a brief moment before streaking forward at 1.5 times faster than his regular glide, it doesn’t do any damage but it makes for a great recovery move and can be used more than once. Just be careful or you might overshoot your obstacle, another note is that after about 20-30 frames you can cancel into another aerial attack allowing you to use your increased momentum for offense. A great combo is a Boost Glide into a Hammerfist Crush allowing you to overtake and overpower other airborne opponents or pummel a single grounded one!
Forward Aerial: Hammerfist Crush, Alex activates his Hammerfist power and swings his fist in a single powerful overhead arc downward that actually causes Alex to somersault after the initial strike due to the inertia and force the move possesses. The “fist” does 8% regular damage and a powerful meteor-smash; although it’s angled forward I’m still referring to it as a meteor smash. One of Alex’s best transition moves allowing him to take an aerial battle to the ground, where he can overpower and destroy the opponent.
Backward Aerial: Reverse Slash, Alex activates the Blade power and slashes behind him doing 5% damage and medium backward knockback. A simple move to defend Alex’s blind spot when in aerial combat of course when he uses this move he may protect one weakness, but he creates many more!
Downward Aerial: Bulletdive Drop, Alex hovers for a brief second before plummeting towards the ground at a terrifying pace, dealing 5% regular damage to anyone he makes aerial contact with and sending them crashing into the ground. Upon impact, an large shockwave randomly knocks opponents into the air, flings them away, and impales them though it always does 10% damage to anyone it hits. Though this move is incredibly hard to aim, it is a great disturbance move allowing you to take out many enemies at once or even subdue a single powerful opponent. Note that the shockwave also releases a medium windbox chucking barrels and boxes away from the point of impact.
Smash Attacks:
Upward Smash: Knuckle Shockwave, Alex crouches before smashing his fists together creating a sonic boom and a visible shockwave of energy! The shockwave knocks opponents back with a brief but strong windbox and allows you to recover for a moment.
Forward Smash: Hammerfist Smackdown, Alex activates his Hammerfist power in his left arm and hits the ground with the back of his hand creating a medium size shockwave, before swinging his fist in an arc and crashing it into the ground in front of him creating a larger shockwave. The smaller shockwave knocks opponents barely into the air with high hitstun and 1% damage and the strike itself does 17% damage and high forward knockback it’s probably one of Alex’s most powerful moves. Finally the larger shockwave or “impact crater” does 7% damage and medium forward knockback. This move is perfect for getting up close and personal with an opponent and once you manage to get it going it’s hard for the opponents to DI out of the hitstun and avoid the insane power behind the strike and large shockwave.
Downward Smash: Groundspike, one of Alex’s staple moves for medium-ranged combat, he quickly activates his Claws power and jams his left hand into the ground sending his biomass tunneling through the earth. After a second, his biomass exits the ground about 3-4 stage builder blocks away producing a bristle of long black spikes that deal 10% slash damage and medium-high diagonal (upward) KB. The spikes are left in effect for another second or two before Alex retrieves his biomass, dragging the spikes and the rest of his “arm” back to him before converting it back into an arm.
Throws:
Grab: Whipfist-Grab, Alex activates his Whipfist power and swings his arm in an arc while the blade covered claws of his “whip” hand grab the opponent. Great grab range, Alex then deactivates the Whipfist power to fully access all his options for throws and pummeling.
Pummel: Hammerslam, Alex activates his Hammerfist power and does a rather slow but powerful punch that does 6% damage to the enemy and takes approximately 20 frames.
Upward Throw: Flip Slice, Alex tosses the opponent above him then very quickly activates and slashes the enemy with his claws doing 11% damage and medium upward knockback. Note the slash is not just a throw hitbox; it also has a regular hitbox allowing it to hit other opponents and do similar damage and knockback!
Forward Throw: Charged Throw, Alex uses his tremendous superhuman strength to throw the opponent an incredible, but set, distance dealing 5% damage on release.
Backward Throw: Toss, a simple backwards throw Alex spins and tosses the opponent behind him doing 4% damage to them. Not a whole lot of distance on this throw, however it’s still a decent throw.
Downward Throw: Consume, Alex’s staple ability in Prototype resurfaces in Brawl! He holds the opponent by their neck in the air and activates his Blade power, which he then utilizes to stab the opponent. He the “consumes” the caught foe which does 10% damage to them and heals Alex by 10% damage as well. Once he’s finished he chucks the opponent a short distance forward, with no damage.
Final Smash: Critical Pain Devastator, Alex is invincible during his short wind-up before unleashing a beam of hardened biomass that shoots across the stage! It can plow through walls, enemies, summons you name it this thing can kill it, and in addition it’s extending so fast that the air around it being pushed aside so fast that it creates a windbox that can kill people! The concentrated beam does 30% damage to anyone it hits and very high forward KB. It has virtually unlimited horizontal range, however a player still has time to run and jump away from it once Alex does it. The beam lasts about 5 seconds before quickly retracting back into Alex’s palms, when retracting it does 3% damage per hit and pulls the opponent back towards Alex. It can even set up for another attack to finish off opponents caught during its retraction, however it is such an intense attack that most things won’t live after being hit with it.
-Playstyle:
Alex Mercer a.k.a. Zeus is a ruthless and destructive brawler who has enormous power at his disposal, however, while he can defend, the best strategy is to take advantage of his strength and hit first. He has so many great attributes you can go toe-to-toe with even the biggest of foes via your sinewy rock-fists (Hammerfists), you can form your arm into an indestructible blade to exchange blows with even the best swordsmen, you can toss items and boxes at incredible speeds thanks to your superhuman strength you can even run up walls! Despite all these positive attributes Alex is created with one major flaw: he can’t stop anything that’s attacking him from the air. Alex’s major weakness is above him maybe you haven’t noticed but his Up-Special: Air Dash, Up-Air: Boost Glide, Up-Smash: Knuckle Shockwave none of them do any damage and thus cannot stop an aerial attack from hitting a grounded Alex.
What’s the solution? Easy, do what Alex does best and get up close and personal! As long as you can keep the combat strictly melee you’ll most likely be able to overpower a single opponent and even teams will be hard pressed to defeat you as long as you know how to protect your major weakness. This means using Air Dash and Boost Glide in the air to avoid any attacks from above, and when an opponent takes to the air you do the same and use your speed to outmaneuver them and hit them hard with a Hammerfist or Blade move, preferably Hammerfist Crush or Air Blade Slice. Worst case scenario is that you may have been busy warding off a assist trophy or pokeball summon with the Shield power or kept preoccupied by another fighter and somebody is above and about to attack you. Here you have two major options: Dodge or Deflect, you can dodge or roll out of the way and punish the attacker with a pre-combo move like Uppercut Launcher or Ground-Shatter then continue to beat them down or you can deflect the attack entirely with Knuckle Shockwave and send them farther away. From here you can try to take them down with Groundspike or if you have the spacing you can try to use Groundspike Graveyard.
As far as fighting opponents one-on-one you can outmaneuver or overpower you enemies, the best choice of attack is to combo. For instance, if you’re fighting a character that prefers melee combat like a Bowser or maybe a Marth you would run up and either Shield Rush them or use Ground-Shatter, either one has high hitstun and buys you enough time to take a light jump and slam them with a Hammerfist Crush or an Air Blade Slice. Follow those up with Blade Frenzy or Hammerfist Smackdown, this should either KO them or create enough space for you to close the gap and use Groundspike Graveyard! From here if their still not dead the high hitstun from your last attack will stall enough time for you to use Charged Jump and get high into the air and use one of your most powerful but hardest to aim moves: Bulletdive Drop. As long as your reasonably correct on your aim and you’ve hit with most of your other attacks then this one should finish them no matter what.
One last area that needs to be covered is Alex’s response to projectile “campers”, which is quiet simple: use the Shield power! I know it may seem risky but it’s a lot better than letting your regular “shield” get shrunk from excessive use. Then when there’s a break in the suppressive fire, you can book it towards the camper and use Shield Rush to bash through any projectiles they may have gotten to fire off before they get battered back. From there you’ll be back where you want to be, once again, up close and personal! There’s one major flaw in Alex’s defense though and this comes into play when you’re facing off against two attackers whether they be a player and a pokeball/assist summon or two players, if one attacker pins Alex down with suppressive fire then while he’s still the other can come and attack him with a wide opening. There’s no real strategy to defend against this, just try not to let it happen and use your regular strategy of hit first and ask questions later.
What’s the solution? Easy, do what Alex does best and get up close and personal! As long as you can keep the combat strictly melee you’ll most likely be able to overpower a single opponent and even teams will be hard pressed to defeat you as long as you know how to protect your major weakness. This means using Air Dash and Boost Glide in the air to avoid any attacks from above, and when an opponent takes to the air you do the same and use your speed to outmaneuver them and hit them hard with a Hammerfist or Blade move, preferably Hammerfist Crush or Air Blade Slice. Worst case scenario is that you may have been busy warding off a assist trophy or pokeball summon with the Shield power or kept preoccupied by another fighter and somebody is above and about to attack you. Here you have two major options: Dodge or Deflect, you can dodge or roll out of the way and punish the attacker with a pre-combo move like Uppercut Launcher or Ground-Shatter then continue to beat them down or you can deflect the attack entirely with Knuckle Shockwave and send them farther away. From here you can try to take them down with Groundspike or if you have the spacing you can try to use Groundspike Graveyard.
As far as fighting opponents one-on-one you can outmaneuver or overpower you enemies, the best choice of attack is to combo. For instance, if you’re fighting a character that prefers melee combat like a Bowser or maybe a Marth you would run up and either Shield Rush them or use Ground-Shatter, either one has high hitstun and buys you enough time to take a light jump and slam them with a Hammerfist Crush or an Air Blade Slice. Follow those up with Blade Frenzy or Hammerfist Smackdown, this should either KO them or create enough space for you to close the gap and use Groundspike Graveyard! From here if their still not dead the high hitstun from your last attack will stall enough time for you to use Charged Jump and get high into the air and use one of your most powerful but hardest to aim moves: Bulletdive Drop. As long as your reasonably correct on your aim and you’ve hit with most of your other attacks then this one should finish them no matter what.
One last area that needs to be covered is Alex’s response to projectile “campers”, which is quiet simple: use the Shield power! I know it may seem risky but it’s a lot better than letting your regular “shield” get shrunk from excessive use. Then when there’s a break in the suppressive fire, you can book it towards the camper and use Shield Rush to bash through any projectiles they may have gotten to fire off before they get battered back. From there you’ll be back where you want to be, once again, up close and personal! There’s one major flaw in Alex’s defense though and this comes into play when you’re facing off against two attackers whether they be a player and a pokeball/assist summon or two players, if one attacker pins Alex down with suppressive fire then while he’s still the other can come and attack him with a wide opening. There’s no real strategy to defend against this, just try not to let it happen and use your regular strategy of hit first and ask questions later.
-Playing Against:
Coming soon!!
Media:
Screenshots:
The Blade


Scrapped this fall animation still looks good though

The Air Blade Slice!!

A finish to a stab in Blade Frenzy

The Hammerfist(s)!!! (still needs some work :/ )

Update #1:
Good old Running Pic

A look at the new glide animation

Sick picture!

These next two are some experiemting I'm doing with how the Claws should look for the Groundspike move!


That Blade looks so sweet in game!

Bringing the pain with the pre-hammerfist crush! lol

Working on a good landing animation for Hammerfist crush here :/

The next two are of the great starting stance of Blade frenzy, Alex's Side-B!


Hammerfist!!

And more Hammerfist?!? Still working on the size and appearance of Hammerfists for said Hammerfist Crush...

Video(s):
Coming Soon!!
Beta Download:
Coming Soon!!
The Digital Warrior Project: Wargreymon
I give you...

WARGREYMON!!!
In addition to Project Prototype I'm also planning to introduce wargreymon into the game. As of now I'm vertex hacking him from Lucario (sorry best model I could find that would take the shortest amount of time). I'm still brainstorming the moveset but for now I thought I'd post here so you guys can suggest moves, abilities and other stuff you'd like to see in Wargreymon's model and PSA.
Hopefully I'll get some good pictures up before winter break but if not I'll get them up after!
-Omni