Helldiver
Spread freedom and democracy upon Rival of Aether Workshop as Super Earth’s finest, the Helldivers! A collaboration for VVizard’s Final Frenzy 2.

Helldivers are Super Earth’s greatest heroes, fighting the ongoing second Galactic War against three different fronts, the savage Terminids, the socialist Automatons, and the strange Illuminate. Helldivers are unflinchingly patriotic, trigger happy, and reckless, the perfect attitude for bringing justice and freedom into the battlefield.
Helldiver is a lightweight, technical setup fighter. Using a massive arsenal of guns and bombs to engage the enemy at all ranges. Most normals that use firearms will use the muzzle flash as a melee hitbox, with a few exceptions that use both melee and projectile hitboxes. Helldiver’s kit on its own is pretty standard, but requires calling in strategems to reliably KO opponents.
Friendly Fire (Passive)
Helldiver takes damage from their own weapons and explosives.
Hellpod (Respawn)
Helldiver lacks a respawn platform and instead drops into the stage on a Hellpod after being KO’d.
- The Hellpod can be steered left and right before landing.
- The Hellpod crushes anyone it lands on and deals high knockback.

Helldiver’s standard assault rifle. The Liberator fires projectiles at a fast fire rate that deal 1%. Shooting point blank will cause the opponent to flinch. It also fires diagonally downward when in the air.
- The move has infinite ammo and can be replaced by support weapons.

A burst option where Helldiver dives forward and lands on the ground. In this state, Helldiver is immune to all projectiles when the move is flashing yellow. Can also be used as horizontal recovery.
- Upon landing a successful hit, you can dive cancel out of the move by jumping.
- You can cancel out of the move with walljump at any time.

Helldiver’s vertical recovery. The jump pack gradually jets them upwards by holding the special button.
- This move has limited fuel and can regenerate when standing on the ground.

Helldiver’s main gimmick. Summon a menu containing a series of directional input codes that are typed in with movement inputs.
- The input is confirmed with the Attack or Special button.
- The menu can be cancelled out of with the Parry button.
- For ease of access, it is recommended to bind the D-pad to the Walk input.

Calls upon a single shot of the Super Destroyer’s ATLAS Cannon. The vertical hitbox is a spike that combos into the ground impact hitbox that deals the most damage. It’s short code and cooldown time makes it a very reliable strat to place under pressure.

Shoots down a volley of 4 rockets at a diagonal angle that cover the stage with explosions upon impact. May miss if aimed offstage.

Creates a huge laser with a vertical hitbox that slowly moves forward, walling out anyone out of the stage.
- What if you wanted to get back on the stage, but Super Earth says "Engaging Orbital Laser!"?

Places a bomb on the stage that flashes yellow as it detonates, it flashes white once before letting out a massive explosion that covers a huge chunk of the stage. The closer to the explosion, the more damage and knockback it inflicts.
- You can parry the nuke if you want to look cool.

A devastating rocket launcher with a single shot before it is discarded, so don’t miss!
- Will push you back if fired in the air.

Replaces the AR-23 Liberator with a machine gun that shoots bullets that cause flinch and knockback. It fires bullets at a rapid fire rate that burns through its ammo just as fast.
- Will shoot bullets horizontally in the air.

Turn up the heat with a flamethrower that deals high damage at a fast fire rate for a limited range.
- Flames inflict Zetterburn’s burn effect.

Fires fast and powerful projectiles that need to be charged before firing. Can be Overcharged for an even stronger shot!
- Charged shots cannot be stored.
- Overcharge occurs when the Railgun begins to flash red.
- If the Overcharged Shot is not fired, the Railgun will self-destruct, dealing self-damage and removing the Railgun from your inventory.

Calls upon a mounted mortar launcher that targets the opponent’s current position.
- Fires a total of 5 mortars before retracting.
- Mortars share the same properties as the M-25 Rumbler (UStrong).
- Can be destroyed by the opponent with sustained melee hits.

The Tesla Tower stands tall and shocks anyone that enters its circle before a short cooldown. Denying space on the stage from both your opponent and yourself.
A support weapon from Helldivers 1 that launches a mortar upwards before falling down and exploding upon hitting the ground.
- Holding increases how high the mortar will travel.
- Moving the control stick left and right changes the direction the mortar will fall.
- The mortar has a spike when it hits while falling downwards.
Helldiver throws a grenade that bounces and explodes on impact or after a few seconds.
- Grenades can be angled neutral, up, forward, and down with the control stick.
- Holding the grenade before throwing it ‘cooks’ its detonation time.
- Holding for too long will cause you to Kamikaze yourself and anyone standing close to you.
Juang – project director, lead animator, sound designer.
VVizard – lead programmer, co-director.
DoodleConner – clean-up animator, VFX artist.
ArtistofSeer – animator.
ViviVinya – support programmer.
Nightshade – support animator.
Dopefish – support programmer.
Grimm Reaper – thumbnail artist.