The Roaring Knight
The Roaring Knight is a swordfighter that must use their ultra, Create Dark Fountain, to gain powerful new uses for their ultra meter.
The first step to the Knight’s gameplan. It enables Darkness Stance and Darkness Cancels, with DCs in particular being pivotal to making up for the Knight’s bad frame data. <br>
The incredibly long startup is the main thing that must be worked around. It takes roughly 3.6 seconds to start, so the opponent has plenty of time to interrupt it. This sets the Knight back to 95% ultra, so they must land another hit in order to get another attempt.
Once the Dark Fountain is active, the Knight can cancel any attack into any other attack or a jump by using 25% Ultra Meter. This allows for combos that were previously impossible, and significantly higher reward off of certain moves.
A simple yet versatile teleport. Great as a recovery tool, a decent way to traverse the stage, and useful in combos to reposition. It also has invulnerable frames near the middle of the animation, giving it some evasive ability.
An extremely active high damage multihit with very slow startup. It also disables vertical movement, allowing for some use in recovery.
A two step projectile. The first use spawns a sword slightly above the knight, while the second use sends it out towards the opponent. The sword homes in on the opponents position on startup, and stuns for very easy followups.
An alternative to Shadow Step. It gains invulnerability much earlier and has an attack, but also has nearly double the total frames. As it doesn’t share the same usage limit as Shadow Step, both can be used in the air for long distance recovery. The attack itself is nothing special, but comes with the ability to reflect projectiles.
A unique stance entered using Taunt. This gives the Knight access to some of their most powerful attacks, provided they have the proper amount of Ultra Meter and the Dark Fountain is active.
A short range explosion that stuns the enemy for a very long period of time. In combos, this essentially acts as a way to trade ultra meter for the opportunity to charge a strong attack where it previously would not have comboed.
Summons 10 giant swords from the sky, covering an enormous amount of space in front of the Knight. The falling swords aren’t insanely strong, but it can be very difficult for an opponent to avoid them.
A large ring of energy contracts into the Knight before exploding outwards. It does high damage and knockback, along with having a massive disjointed hitbox. The only downside is the very high cost, but even that is offset by the ultra generation on hit.
Essentially an instant kill. It is unblockable and horizontally covers the entirety of most stages, so the only option the opponent has is to hit the Knight out of it or jump. It also has incredibly slow startup and costs all of the ultra meter, making it pretty risky to use. But if it does hit, the opponent enters a state where their percent is so high that any further attack will guarantee their death.
For a more detailed view of all of The Roaring Knight’s attacks, as well as hitboxes and framedata, please visit this page: Roaring Knight Overview [breadonfire.neocities.org]
The Roaring Knight supports LAP using the following tag: