Yomi's Biggest Fan
See You Next Year, Baby
- Joined
- Sep 20, 2011
- Messages
- 26,203
- Location
- Chicago, Illinois
- NNID
- Takamaru64
- 3DS FC
- 1375-7346-9605
- Switch FC
- SW-8277-6509-2593
Azura Dances In!
Who is Azura?
Shortly before the start of the great war, Azura meets the Avatar and they discover their similar origins and situations. Azura allies with the Avatar through the story of if, regardless of what route they choose. In the Hoshido route, Azura wears a white and blue dress. In the Nohr route, Azura wears a dark blue and purple dress as well as a veil. It is currently unknown if she will wear a different dress or one of the other 2 if the third path is chosen.
Why should I Azura?
Azura's Moveset Potential and Abilities
Speaking of physical attacks, she is seen with a golden lance in her official artwork, which is confirmed to be her main weapon. She can use to some heavy powerful strikes or quick jabs to make her an unpredictable fighter. Like how Marth works, her blade is only efficient in the tip except the difference is that other parts of the lance won't harm her opponents. Her status as a dancer could also work in her moveset since it can be used for some graceful flair in her movements or provide for some great attacks with her feet.
Lastly, there's the Dragon's Vein mechanic that will be used by every character in Fire Emblem If (even Corrin who was seen using it in several trailers). Some of the special abilities that it can do is manipulate certain aspects of the battle field like manipulating earth to create a bridge, drying a lake with fire, or even making tall grass grow for hiding. Despite it being currently unknown what specific type of ability Azura has for it, I can see it being water related given that its her very namesake. I can see it being no problem for Sakurai figuring it out given that it can be a unique mechanic that can help her stand out if more could be done than juts her lance and singing.
Moveset (Work in Progress)Entrance Animation: Azura rises our of a puddle of water while singing, then strikes a defensive pose with her lance.
Idle Animation: Azura stands on her two feet with her right hand holding onto the spear and her left hand hanging freely, all while sporting a serious look. Inspired by her model's stance in Fates and her character portrait in the game. There are times when she would flip her hair or even thump the spear occasionally.
Walk: She does a confident walk with her spear in hand with a determined look.
Run: She runs with her spear in hand while making slashing with the water that emanates beneath her feet.
Sleeping Animation: She kneels in pain similar to the scene in which she tries to calm down a rampaging Kamui.
Dizzy Animation: She struggles to hold her self up and teeters while trying to keep herself balanced with her spear.
Dodge Animation: A graceful sidestep like any dancer would in that situation.
Normals
Jab:
Azura swipes with her right hand to create a water effect, the connects with a another swipe with her hand in a similar manner (but upwards). The third attack would eventually connect into a combo of multiple water slashes from her free hand alone (which can eventually end with a water burst for a finisher)
Forward Tilt
She swipes with a graceful swing of her lance.
Up Tilt
She performs a dancer's kick into the arm wheel holding the spear with her arms as a balance.
Down Tilt:
She deals a sweep kick like a professional dancer would using the spear as a balance again.
Dash Attack:
She slopes towards the opponent using water waves with her spear pointing forward like a fierce jouster.
Neutral Air
Azura spins around her spear while singing, which would result in a water effect surrounding her entire body.
Forward Air
She quickly swings her spear before her with a fierce look.
Back Air
She does a graceful spin kick with a water effect while holding on to that said spear.
Up Air
Azura channels the water into her spear to spray a short ranged jet from the tip.
Down Air
She holds onto the spear and sings to channel the water around herself as the spear falls. Once she hits the ground, she jumps of it and pulls it out of the ground.
Forward Smash:
Azura spins her spear in a graceful manner like her attack animation in the game and deals the finishing blow with a forward leap. It's one of her more stronger non-aquatic physical attacks and has the right amount of range to attack nearby foes.
Up Smash:
Azura channels water into her hands with the help of her necklace as it shines. She is holding the spear into the air for this moment until the move would finally be unleashed. Once the Smash occurs, she would momentarily create a massive vortex that envelopes her entire body (which can suck inside foes with a mini vacuum effect and damage foes from the inside.
Down Smash:
Azura holds onto her sacred spear with both hands while reaching out both of her legs to the left. Once the Smash is released, she spins around her spear with miniature waves emitting from her feet. Like Toon Link's Forward Smash, this can be pressed multiple times for her to go for a second round of spinning.
Grab:
Azura reaches out her arm to create a miniature blob of water that "grabs" the nearby opponent once she clutches her hand backwards.
Pummel:
The blob strangles the opponent around their body like a boa constrictor while she makes a serious face.
Forward Throw
She pushes the foe backwards with a powerful jet of water while she opens her hand.
Back Throw:
Azura pulls the opponent closer with a finger gesture for her to grab the foe with her own hand, which would lead to her tossing the foe away while they are accompanied by a wave.
Up Throw:
Azura stands straight up, with her arm and index finger stretched out upwards. Spinning her index fingers around to convert that blob into a ravenous vortex carries the foe into the air. Then the throw ends in her doing a stomp for the the vortex to rupture and send the foe flying.
Down Throw
Azura then expands the blob which "drowns" the opponent in the inside as it would try compressing itself into the ground. She is making a pressing gesture with her free hand doing the process of it before eventually breaking the water blob with the last one.
Neutral Special: Dragon's Vein
Azura holds her spear towards the sky and looks at it determined. During this phase, you are charging what appears to be water inside of the emblem of your emblem (which should be dark blue for now), which dictates the style of power her move could have. At low power, she releases a violent burst of water from the spear after pointing it forward.
Mid charge is where things get interesting (the emblem is a baby blue), she can slash with her spear to create a traveling wave that's nearly the size of Link that deals slightly more damage that the previous water burst. It does at least travel the same distance as a Bob-Omb depending on the charge of it.
Full charge is now one of the more deadlier versions of this technique and the emblem should now be a extremely bright sky blue. Azura sings part of her theme (if ~ one's thoughts) and valiantly slings her spear with grace. Then she thrusts the spear to launch a powerful blast in the shape of an aquatic spear head at the foe to deal heavy damage. While it is the strong move, the start up for it leaves her pretty vulnerable to anyone that can attack her from any direction.
Side Special: Aquatic Ambience
Azura holds our her spear in a threatening manner in preparation of the next attack. Then she gathers water upon her feet while singing gracefully with slashes of water surrounding her legs from ankles up. This would eventually follow into her riding atop the water she gathers as a form of a quick tidal wave to damage nearby foes.
The second part of the attack can only be done after pressing the special button again as a secondary means of recovery or up close attack. If you don't do so however, it will be left as a plain puddle of raging water that can suck in anyone that steps near it (Which she can easily walk away from despite the fact that it can't harm her). It can last up to a good five seconds before disappearing.
When used in mid air without the extra press however, it will simply be a floating maelstrom disguised as a living platform that can harm anyone that thinks about jumping near it. It can last as long as the aforementioned raging puddle and "die" in a burst of water.
Up Special: Twists of Fate
Azura grabs her spear with both hands while channeling water from her emblem again. But this time, she would lance herself straight into the air while singing for her entire body to be surrounded with water
Down Special: Aria of the Songtress
Azura holds her hands at her chest with her spear clenched between them, obscuring the view on her necklace, while singing.
Within seconds, massive circle of water would completely surround her just like the scene of the E3 trailer with a rampaging Corrin.
The outlines of the circle deal damage to opponents and knock them directly upwards. Only one can be made, but it can change size based on the charge and the outlines can easily damage the opponents.
When the button is held, while being charged it can reach as far as three quarters of Battelfield itself and have a height of Takamaru (including the blade and his already tall appearance) to give Azura more defensive options. She can heal for a good 1% damage per send the longer she stays in the middle of it (which will be signaled by the emblem on her necklace flashing). That part can easily be difficult based on how diligent your other opponents are at stopping you or if don't stand perfectly still in the center.
Final Smash: Curse of the Nohr Princess
Based on the infamous dance scene from the game (specifically the Hoshido version), Azura starts to sing her entire dong words from word while dancing desperately. Once she dances normally, it's a warning for opponents to take cover or keep jumping for which things will get serious once she performs the water motions. The scene will darken and the movements of opponents will begin to slow down based on their distance from Azura. Then she will start dancing with the water surrounding her hands and feet to enact the curse to damage everyone on the screen. You can also gain damage from this move if you are close to her while she's doing these water motions.
Once the chorus for "If One's Thoughts" kick in, things will get much more chaotic in while she performs more aggressive maneuvers with her dancing. This would cause things like vortexes and powerful slashes of water to appear in random spots (this would be a way of attacking the tricky opponents that like to camp or run away). Each attack causes moderate damage and even mores if you are anywhere closer to her. For the grand finale, she sings "Azuraaaaaaaaaaaa!" while stooping low with both hands outs stretched. This would result in a series of tall water spouts traveling across the entire stage to finish things off (have a high chance of KO'ing opponents based on the amount of damage they received).
Taunt 1: Azura sings the first verse of If Ones Thoughts with her spear planted in the ground. Then pulls it out once the song is over.
Taunt 2: Azura creates a mini water vortex in her hands while looking at it in amazement. Then ruptures it into a burst of water before closing her hand.
Taunt 3: She points her spear forward with a serious look while saying "Ones fate should be judged without fear nor pain!". She would pull her spear back around the pain part with a more aggressive gesture before getting back into her idle position.
Victory Animation 1: Azura does a motion similar do her Healing Song action (complete with the actually singing) during Fire Emblem: Fates gameplay before looking back at the camera with a smile.
Victory Animation 2: Azura says "Even with a duty to save the world, I'd rather risk my life for the people in it," with her hands together and spear lodged into the ground. Her expression during this scene is rather sad despite her victory.
Victory Animation 3: Azura does an aggressive dance similar to the Nohr version of her scene with Garon while singing a more sassy version of "If one's thoughts" with her eyes closed. She eventually opens them once she gets down with the last step and looks at the viewer.
Idle Animation: Azura stands on her two feet with her right hand holding onto the spear and her left hand hanging freely, all while sporting a serious look. Inspired by her model's stance in Fates and her character portrait in the game. There are times when she would flip her hair or even thump the spear occasionally.
Walk: She does a confident walk with her spear in hand with a determined look.
Run: She runs with her spear in hand while making slashing with the water that emanates beneath her feet.
Sleeping Animation: She kneels in pain similar to the scene in which she tries to calm down a rampaging Kamui.
Dizzy Animation: She struggles to hold her self up and teeters while trying to keep herself balanced with her spear.
Dodge Animation: A graceful sidestep like any dancer would in that situation.
Normals
Jab:
Azura swipes with her right hand to create a water effect, the connects with a another swipe with her hand in a similar manner (but upwards). The third attack would eventually connect into a combo of multiple water slashes from her free hand alone (which can eventually end with a water burst for a finisher)
Forward Tilt
She swipes with a graceful swing of her lance.
Up Tilt
She performs a dancer's kick into the arm wheel holding the spear with her arms as a balance.
Down Tilt:
She deals a sweep kick like a professional dancer would using the spear as a balance again.
Dash Attack:
She slopes towards the opponent using water waves with her spear pointing forward like a fierce jouster.
Neutral Air
Azura spins around her spear while singing, which would result in a water effect surrounding her entire body.
Forward Air
She quickly swings her spear before her with a fierce look.
Back Air
She does a graceful spin kick with a water effect while holding on to that said spear.
Up Air
Azura channels the water into her spear to spray a short ranged jet from the tip.
Down Air
She holds onto the spear and sings to channel the water around herself as the spear falls. Once she hits the ground, she jumps of it and pulls it out of the ground.
Forward Smash:
Azura spins her spear in a graceful manner like her attack animation in the game and deals the finishing blow with a forward leap. It's one of her more stronger non-aquatic physical attacks and has the right amount of range to attack nearby foes.
Up Smash:
Azura channels water into her hands with the help of her necklace as it shines. She is holding the spear into the air for this moment until the move would finally be unleashed. Once the Smash occurs, she would momentarily create a massive vortex that envelopes her entire body (which can suck inside foes with a mini vacuum effect and damage foes from the inside.
Down Smash:
Azura holds onto her sacred spear with both hands while reaching out both of her legs to the left. Once the Smash is released, she spins around her spear with miniature waves emitting from her feet. Like Toon Link's Forward Smash, this can be pressed multiple times for her to go for a second round of spinning.
Grab:
Azura reaches out her arm to create a miniature blob of water that "grabs" the nearby opponent once she clutches her hand backwards.
Pummel:
The blob strangles the opponent around their body like a boa constrictor while she makes a serious face.
Forward Throw
She pushes the foe backwards with a powerful jet of water while she opens her hand.
Back Throw:
Azura pulls the opponent closer with a finger gesture for her to grab the foe with her own hand, which would lead to her tossing the foe away while they are accompanied by a wave.
Up Throw:
Azura stands straight up, with her arm and index finger stretched out upwards. Spinning her index fingers around to convert that blob into a ravenous vortex carries the foe into the air. Then the throw ends in her doing a stomp for the the vortex to rupture and send the foe flying.
Down Throw
Azura then expands the blob which "drowns" the opponent in the inside as it would try compressing itself into the ground. She is making a pressing gesture with her free hand doing the process of it before eventually breaking the water blob with the last one.
Neutral Special: Dragon's Vein
Azura holds her spear towards the sky and looks at it determined. During this phase, you are charging what appears to be water inside of the emblem of your emblem (which should be dark blue for now), which dictates the style of power her move could have. At low power, she releases a violent burst of water from the spear after pointing it forward.
Mid charge is where things get interesting (the emblem is a baby blue), she can slash with her spear to create a traveling wave that's nearly the size of Link that deals slightly more damage that the previous water burst. It does at least travel the same distance as a Bob-Omb depending on the charge of it.
Full charge is now one of the more deadlier versions of this technique and the emblem should now be a extremely bright sky blue. Azura sings part of her theme (if ~ one's thoughts) and valiantly slings her spear with grace. Then she thrusts the spear to launch a powerful blast in the shape of an aquatic spear head at the foe to deal heavy damage. While it is the strong move, the start up for it leaves her pretty vulnerable to anyone that can attack her from any direction.
Side Special: Aquatic Ambience
Azura holds our her spear in a threatening manner in preparation of the next attack. Then she gathers water upon her feet while singing gracefully with slashes of water surrounding her legs from ankles up. This would eventually follow into her riding atop the water she gathers as a form of a quick tidal wave to damage nearby foes.
The second part of the attack can only be done after pressing the special button again as a secondary means of recovery or up close attack. If you don't do so however, it will be left as a plain puddle of raging water that can suck in anyone that steps near it (Which she can easily walk away from despite the fact that it can't harm her). It can last up to a good five seconds before disappearing.
When used in mid air without the extra press however, it will simply be a floating maelstrom disguised as a living platform that can harm anyone that thinks about jumping near it. It can last as long as the aforementioned raging puddle and "die" in a burst of water.
Up Special: Twists of Fate
Azura grabs her spear with both hands while channeling water from her emblem again. But this time, she would lance herself straight into the air while singing for her entire body to be surrounded with water
Down Special: Aria of the Songtress
Azura holds her hands at her chest with her spear clenched between them, obscuring the view on her necklace, while singing.
Within seconds, massive circle of water would completely surround her just like the scene of the E3 trailer with a rampaging Corrin.
The outlines of the circle deal damage to opponents and knock them directly upwards. Only one can be made, but it can change size based on the charge and the outlines can easily damage the opponents.
When the button is held, while being charged it can reach as far as three quarters of Battelfield itself and have a height of Takamaru (including the blade and his already tall appearance) to give Azura more defensive options. She can heal for a good 1% damage per send the longer she stays in the middle of it (which will be signaled by the emblem on her necklace flashing). That part can easily be difficult based on how diligent your other opponents are at stopping you or if don't stand perfectly still in the center.
Final Smash: Curse of the Nohr Princess
Based on the infamous dance scene from the game (specifically the Hoshido version), Azura starts to sing her entire dong words from word while dancing desperately. Once she dances normally, it's a warning for opponents to take cover or keep jumping for which things will get serious once she performs the water motions. The scene will darken and the movements of opponents will begin to slow down based on their distance from Azura. Then she will start dancing with the water surrounding her hands and feet to enact the curse to damage everyone on the screen. You can also gain damage from this move if you are close to her while she's doing these water motions.
Once the chorus for "If One's Thoughts" kick in, things will get much more chaotic in while she performs more aggressive maneuvers with her dancing. This would cause things like vortexes and powerful slashes of water to appear in random spots (this would be a way of attacking the tricky opponents that like to camp or run away). Each attack causes moderate damage and even mores if you are anywhere closer to her. For the grand finale, she sings "Azuraaaaaaaaaaaa!" while stooping low with both hands outs stretched. This would result in a series of tall water spouts traveling across the entire stage to finish things off (have a high chance of KO'ing opponents based on the amount of damage they received).
Taunt 1: Azura sings the first verse of If Ones Thoughts with her spear planted in the ground. Then pulls it out once the song is over.
Taunt 2: Azura creates a mini water vortex in her hands while looking at it in amazement. Then ruptures it into a burst of water before closing her hand.
Taunt 3: She points her spear forward with a serious look while saying "Ones fate should be judged without fear nor pain!". She would pull her spear back around the pain part with a more aggressive gesture before getting back into her idle position.
Victory Animation 1: Azura does a motion similar do her Healing Song action (complete with the actually singing) during Fire Emblem: Fates gameplay before looking back at the camera with a smile.
Victory Animation 2: Azura says "Even with a duty to save the world, I'd rather risk my life for the people in it," with her hands together and spear lodged into the ground. Her expression during this scene is rather sad despite her victory.
Victory Animation 3: Azura does an aggressive dance similar to the Nohr version of her scene with Garon while singing a more sassy version of "If one's thoughts" with her eyes closed. She eventually opens them once she gets down with the last step and looks at the viewer.
Azura, the spear-headed Warrior
B: Dragon's Veil
Azura charges her spear by holding it up in the air like Link's side taunt.
The spear charges itself by pumping water to its end, and when water has pumped to the end 3 times.
A complete charge dures as long as charging Ike's fully charged Eruption.
The effect of the attack depends on the direction the player presses when releasing the attack.
Sidewards: On the ground, Azura points her spear to the ground and releases a water current, reminiscent of Piplup's Surf in Brawl, that clings to the ground.
When used in the air, Azura points her spear straight forward and releases a stream that goes straight forward, but is affected by gravity heavily.
Downwards: (Ground only) Azura sticks her spear straight into the ground, which creates a maelstrom around it that traps opponents at her feet. Has a vaccum effect
Side B: Purifying Song
Azura holds her hands at her chest and starts to sing.
Her singing causes a big circular area around her to light up in azure blue, with yellow circles flowing through as she sings.
When an opponent touches the area, they're slowed heavily, and are damaged and knockbacked upwards when touching the yellow lines.
When a teammate touches the area, they're sped up and healed when they touch the yellow lines.
Up B: Dance of the Waves
Azura points her spear at her feet and swings it in a 45 degree angle.
B: Dragon's Veil
Azura charges her spear by holding it up in the air like Link's side taunt.
The spear charges itself by pumping water to its end, and when water has pumped to the end 3 times.
A complete charge dures as long as charging Ike's fully charged Eruption.
The effect of the attack depends on the direction the player presses when releasing the attack.
Sidewards: On the ground, Azura points her spear to the ground and releases a water current, reminiscent of Piplup's Surf in Brawl, that clings to the ground.
When used in the air, Azura points her spear straight forward and releases a stream that goes straight forward, but is affected by gravity heavily.
Downwards: (Ground only) Azura sticks her spear straight into the ground, which creates a maelstrom around it that traps opponents at her feet. Has a vaccum effect
Side B: Purifying Song
Azura holds her hands at her chest and starts to sing.
Her singing causes a big circular area around her to light up in azure blue, with yellow circles flowing through as she sings.
When an opponent touches the area, they're slowed heavily, and are damaged and knockbacked upwards when touching the yellow lines.
When a teammate touches the area, they're sped up and healed when they touch the yellow lines.
Up B: Dance of the Waves
Azura points her spear at her feet and swings it in a 45 degree angle.
The spear releases a cord of water for Azura to dance over.
Down B: Dancer's Turn
Azura holds up her spear and twirls around.
This causes rain to drop on her, which buffs her speed and hitstun for a short time.
Down B: Dancer's Turn
Azura holds up her spear and twirls around.
This causes rain to drop on her, which buffs her speed and hitstun for a short time.
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