Mako, the Necromanta

If you liked this item, please rate it up on Steam Workshop page.

Authors: PJ, Vitrial

Last revision: 15 Jan, 2024 at 04:52 UTC (1)

File size: 1.15 MB

On Steam Workshop

Description:

Zato-1 as Manta Ray puppet character

Message from RED: Many thanks to PJ for partnering up with me on this couldn’t have done it without him. Check out his other characters while you’re here!

RED/Vitrial is the main dev of this character
———————————————————————————-

Mako: The Necromanta

Mako is a jack of all trades fighter, while his normals are on the shorter side his varied movement options and skeleton underlings make up for it in spades. He and his skeleton can easily extend combos for huge damage if you bounce the enemy back and forth between them just right and when back in neutral he has a swathe of options to stuff out any approaches. Be mindful however, without his skeleton Mako is a sitting duck with a large body and predictable recovery.

Gimmick: Skeleton

Mako can summon a skeleton with 1 HP onto the battlefield that he can control in tandem with himself when Mako moves, it moves when Mako attacks it attacks, barring some important exceptions. While Mako is crouched, holding left down or right down will move the skeleton left and right. Important to note, skeleton attacks work off of “Negative edge” meaning a skeleton attack comes out AFTER you let go of the joystick and attack button at the same time. This means that as long as you hold down the attack button whatever joystick direction you input won’t send the skeleton’s attack out until you let go of the attack button. Another exception is that if you have your controller set up so that tilt attacks are on the right joystick any attacks made with tilts or aerials will not register as a skeleton attack input.  

The skeleton moves mostly like a normal character would. However it does have its set of limitations the Skeleton can:

  • Wavedash
  • Waveland
  • Double jump

“Airdodge”: we’ve coined this to be an air-dash, it sends the skeleton farther than a normal airdodge and any aerial used during airdash will carry the momentum of said airdash. However it doesn’t gain invulnerability like a normal air dodge.

The skeleton can not:

  • Parry 
  • Wall jump
  • Use specials of any kind
Skeleton Normals

sJab/Mako Jab: The skeleton does not have a jab. 

sFtilt/Pierce: The skeleton launches two attacks using two separate skeletons

sUtilt/Rainbow: The skeleton rides on the serpentine body of the mighty Orouboros and sends out multiple hits in a row. 

sDtilt/Oppose: The skeleton slowly walks forward with a magical shield guarding it after a time, the skeleton will release the shield and send out a flurry of magic shades that hit multiple times. If an enemy hits the shield before time runs out the skeleton will release the shades then.

Skeleton Aerials

sFair: the skeleton opens up its chest to let loose a pair of magic hands that hit once upon exit and a second time after clapping together.

sUair/Rainbow: The same attack as sUtilt, you can throw it out multiple times but you’ll slowly lose height over time.

sDair: A set of chains lock the skeleton in place midair allowing it to kick directly beneath itself.
————————————————-
Parrying a skeleton attack will cause the skeleton to go inert and for Mako to enter parry stun.

If Mako is performing an action the skeleton can still move and attack all the same. This comes in especially handy for things like using Mako’s strongs and defending him with the skeleton at the same time.

Mako Specials

Nspecial: Switch
Mako can activate or deactivate the skeleton

Nspecial Hold: Detonate
Mako can set a timer to blow up the skeleton
When a detonation completes in the air a multi-hit explosion happens. When detonated on the ground the same detonation occurs but in the skeleton’s place is the Maiden.

Skeleton Maiden:
The skeleton maiden stays in place for 10 seconds, enemies that touch it are snared

Simul-Switch:
When Mako is mid-attack excluding strongs he can switch the skeleton on or off by pressing neutral special

Uspecial: Drill 

Mako stalls in place and sends out a trail of glyphs, he then follows this glyph trail as a multi-hit drill. You can:

  • Press and hold Uspecial and release at your desired distance
  • Press Uspecial and let the full trail run its course
  • Press Uspecial then press again at your desired distance

Fspecial:Airwalk

Mako can toss the opponent or skeleton after running forward
If Mako runs into the stage wall he’ll bonk against it, ending the Fspecial and giving him some vertical height. You can only bonk once per air time.

Dspecial: Recall

Mako calls the skeleton to his location

Glide

Mako can glide for a short duration by pressing and holding the jump button. 
Mako’s Bair and Nair carry some of the glides’ momentum if you are holding jump and attacking at the same time. 

Notable Normals

Nair

Nair has an early pair of hitboxes and a late sweetspot

Dair

Mako launches downwards. If the sword touches the stage he’ll ride forward for a moment.

Ftilt

When wavedashing Ftilt will slide farther

Dash attack

Press and hold dash attack to make it go farther and faster. You can jump out of it or wavedash out of it.

Taunt: Pilot

Mako begins chanting and floats in place Mako will now be completely inert until you taunt again. You can now control the skeleton separately from Mako.

Pressing down + taunt will give you his actual taunt.

THE MOST IMPORTANT ABILITY

If you do taunt THEN down instead of taunt plus down you can get the skeleton to taunt independent of mako meaning you can BM the hell out of your opponent by having the skeleton laugh at them while you’re still able to move around and read them like a book! >:)

Download
Revisions:

Old revisions of this mod are available below. Click the link to download.