Fially. ..the 33rd page has been opened..
Down Tilt: Handstand Slam
To pull off her Down Tilt, Dixie does a swift handstand and lets her hair fall forward to smash into the ground. Opponents hit by it will be bounced upwards with semi decent force if their % is at or near zero; the knockback (or more accurately knock-up) is good but the move's not KO worthy unless on really high percentages, though it's a nice and quick way to bounce opponents off.
Here's the attack layout. At Position 1 tthere's no attack, but the transition to P2 is something to be aware of, as the startup swing does negligible damage but may knock you forward if grounded or swung with slightly more force if aerial. In either case, if you get hit at this transition, you should be pushed just out of the reach of this DTilt, with minor damage if you're higher than 20%. If your % is lower than 20, you're likely to endure the full attack. At P2, Dixie's hair swings downward, so anything hit from this point on the way to P3 will nudged or forced underneath the hair. At P3, the hair makes contact with the ground and BAM! The attack has unfolded. Anything it immediately touches will be bounced upwards as the attack is complete, and those that were forced through the whole move will be slammed into the ground, bounced up and receive higher damage and knockback than those making contact at P3. P4 is simply Dixie returning to her neutral position.
The move is quick on the startup side but has just a touch of ending lag; about the speed of Diddy's Forward Tilt, and as the move bounces foes upward I liken it to a 1-directional shockwave with (surprise surprise) nice reach thanks to her hair. It's quick and strong but not a killing move, however you might be able to use it to set up her Up Tilt at the right percentages. Just think...Dtilt-> UTilt-> FTilt/FSmash. This is one of Dixie's "Get back!" moves.
The Tilts are complete, but I have one backup idea to show later.
Back Air: Whiplash Whirl
Here we have a hair-assisted whiplash attack. She curves her hair around her then immediately turns 180 degresss, extending her hair in the process to smack foes, much like her forward smash but reversed. She then turns back to her start position. A powerful move, no doubt, but not quite the fastest airborne attack of hers. It takes a split second to get to the part you see above (while most BAirs are practically instantaneous) and the ending lag's roughly the same, so you might wanna use this move preemptively if you're sure it'll hit, and when it does it pays off. Not quite as fast as other BAirs or Dixie's other aerials, but still a reliable speed with good power. It is her strongest aerial move, and if you've ever had the misfortune of being hit by one of Ike's aerials, you'll have a very solid idea of its KO potential.
Also, as it is a tad slower due to startup and ending lag, it would be tougher to use this move as much as others before you land. Dixie doesn't have to worry too much though, because she's got an ability to stay airborne for quite some time. It's an ability...that I'll detail later..
[Collapse=Up Air: Simian Cyclone]
Up Air
While airborne, Dixie can use her hair for more than maneuvering. She can treat enemies above her to a violent display of her hair's spinning ability, in which her ponytail twists and throttles wildly; it jerks and whips in a dangerous fashion, abandoning the more graceful movements it's known for and embraces a feral nature. The ponytail lashes and contorts relentlessly in a strange circular form that resembles a tornado, and thus she's able to gain multiple hits while enemies are caught in this cyclone.
Dixie makes a sort of free falling pose to pull off the move. Her arms are stretched outward while her head dips so that her feet are the highest point of her body; this allows her ponytail enough room to swivel uncontrollably without smacking herself, and her body is poised to help her with her movement, for the turbulent nature of her Simian Cyclone slows her good air speed. Fortunately this move slows her falling speed considerably, as she is spinning her ponytail afterall.
Great for racking up damage and trapping enemies in a hairy cyclone, not much of a killing move.[/Collapse]
[Collapse=Forward Smash: Whiplash Smash]
To begin her Forward Smash attack, Dixie coils her hair around herself and turns her back to her foes. As she charges the move her hair tightens and snakes around her body; she balances on one foot in preparation for what's to come, unaffected by her own constricted grip. The extent of the coil grows with each second while Dixie grows more determined to maintain her posture. The pressure mounts...and then finally...!
WHAAAOOOOoomsshh!! She makes a fierce spin and unravels her hair, slashing the space around her! While she turns, her ponytail extends to whip the air with immense might and smack anything it collides with HARD. The force behind this move is extreme and her strongest smash attack without a doubt, and you can even hear the wind crack while the move's used. She easily surpasses her boyfriend's strength and practically rivals DK's!
This is a high-powered move with amazing knockback and high killing power, so do your best to avoid it! This move is a stationary spin attack that, thanks to her hair, gives this kong an elliptical strike range with impressive reach, damage, knockback and KO potential. The move starts quickly but has a bit of ending lag, for a revolution that fiercely performed needs a moment to keep balance. The upside to this however is that Dixie's using her hair to attack, and thus has a bit of a backswing that foes should beware. The backswing isn't as deadly (far less tbh) or powerful but it still packs a punch, so rolling around Dixie or standing behind this attack will leave you with a nasty surprise.
Dixie's UpTilt is a good setup for this move.
I finally got to show a smash attack. The idea behind it is a powerful backhand move where hair is used instead of hand, and I think it works out nicely[/collapse]
[collapse=Neutral Air: Splitting Kong]
A nice whirling kick. She spins twice to let her feet hit you; it pushes enemies back on moderate damage percentages and hits two times when used on those with low percentages. Nothing too special about the move, but its reliable and gets its job done. [/collapse]
[Collapse=Jab & Finisher]Okay everyone, here's my jab idea for The Third Hero:
Using her hair for support, she sits back and kicks her feet forward; Dixie pedals her feet back continuously to rack up damage.
Then, to finish her rapid kicks, she uses her hair and body to thrust herself forward feet first to give opponents a forceful shove. Thanks to her hair's length she's able to move a nice distance for her finisher.
Originally I thought of the 2nd drawing as a forward tilt backup idea, but after seeing the introduction of standard attack finishers in a Pic of the Day months ago, I knew what to do with this move.[/Collapse]
[Collapse=Forward Tilt: Side Swing]
I thought up a forward tilt for Dixie Kong
She coils her blonde hair behind her and leans on one side of her body, then shifts her weight to the opposite side to swing her hair and make it spank the ground. Those who get hit by it just as its about to smack the ground receive a stronger strike, while those who get hit in mid-swing are punished less. The move's not TOO powerful, but it can kill, particularly the full swing...once certain percentages are reached, of course. Has good range thanks to Dixie's hair and the fact that she leans outward.[/Collapse]
[Collapse=Up Tilt: Figure Ape]
Dixie's UpTilt involves her body facing us as she shuffles gracefully left to right or vice versa. She literally tilts; as she does so her hair sways with her to whack opponents above her, behind her and in front of her to move them around. It has great range and its effective at crowd control, but it has little knockback and by extension no real killing power. It is however good for disrupting aerial approaches and those that are too close as it displaces them, and if a foe's damage is substantial they'll be swept around through the whole animation instead of part of it. It's best to use this on airborne targets as they'll typically get stirred more than grounded opponents, who are more likely to get smacked depending on where they are, how close they are to Dixie and what stage her attack's in. It's generally a carrying attack. She'll always start the move from behind where she's facing; this is good to for getting those who rolled around her.
This is the attack's layout. At position 1, she starts the move and foes directly above as well as those beside her get hit and swept to position 2. Grounded opponents who got hit during position 1 will be swept and usually left here. Airborne victims likely won't. At P2, new victims both grounded and aerial will be whacked and likely carried with the airborne victims of P1 and swung to P3 where the attack ends. From this point, victims will either hit the ground or be chucked forward a bit, especially if their damage % is EXTREMELY high. Enemies who make contact at P3 will simply get whacked and pushed back. They only take damage ranging from average to below average from this move at these 3 points. Good for displacement, close-quarters crowd control or setting up the Forward Tilt or Forward Smash.[/quote][/quote]