Zephyr
Zephyr a character…. not like link finally some new ideas. Shout out to Bar-Kun too!
Swiftness: This is This signifies your strength of certain moves but also the amount of Up Specials or Side Specials you can use in the air. Once at 0 you will go into pratfall after use.
I will only explain the moves that have extra function to them
Jab : Three hit jab. 3rd jab is special cancellable before the final hit.
DTilt: Essentially ultimate rob dtilt. Has a 20% chance to trip (a lil stun)
DAttack: An elbow charge that is wavedash cancellable with parry button
FStrong: A sliding attack which charges up as you travel. Punches with an explosion. Parry can be pressed to turn the attack around.
DStrong: A multihitting AOE. The amount of pulses scale with charge. Before final hit this can be
jump and attack cancelled.
Fair: A 2 part move an initial kick into a leg flurry. pressing attack or parry will initiate the final hit. Can be jump cancelled on hit.
NSpecial: Tornado Fission. A multi hitting attack that can be charged. During charge you can press forward to dash forward. This move spikes in the air, pressing parry returns the original angle. Consumes all Swiftness but can re-charge during the attack.
FSpecial: Gale Strike. A stunning forward punch that leave a damaging area behind you. pressing parry/attack will unleash the finisher if you hit an opponent. Can be jump/attack cancelled on hit.
Costs 1 swiftness. If swiftness drops to 0 you go into pratfall after use
USpecial: Gust Crescent. A rising slash that sets up combos well. Has low endlag and restores 1 swiftness if you hit. Can move forward and back a little during the ascent. Costs 1 swiftness
DSpecial: Air Burst. Places a explosion that deals damage in a small area for a short duration. If you are near an opponent during the start up it becomes a powerful command grab. This will place you into pratfall after completion.