TI-84 Graphing Calculator
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An electronic device used for quick calculations and math problems. TI-84 Graphing Calculator has a big, bulky frame with relatively floaty gravity. It aims to have a projectile-focused zoner playstyle that can set up onstage various traps and situations to flood the stage with various unique projectiles. If you like quirky characters, can figure out how to optimize its setups, and can live with having a mediocre and exploitable recovery, then TI-84 can offer some powerful upsides.
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Create, then fling a single-digit number as a projectile encased in parentheses. This move offers 10 unique (and somewhat familiar) projectiles that can be chosen from (from numbers 1 – 9, then 0), depending on charge level. When charging, press SPECIAL to throw it and PARRY to store it for later. The projectiles are distinguished by their number and colored parentheses.
– #1 (Red): Moves forward slowly while bouncing. Extremely weak.
– #2 (Pink): Travels slowly and moves in a zig-zag pattern. Is somewhat weak.
– #3 (Orange): Travels forward and is unaffected by gravity. Generally very useful!
– #4 (Purple): Goes straight down, then bounces along the ground at a fast rate.
– #5 (Green): Travels forward, stops, then goes backwards. Great for space control and can be recaught easily.
– #6 (Brown): Dips downward, then curves back upward and has pretty strong knockback.
– #7 (Blue): Goes forward, does a loop, then flies upward. Can hit multiple times and is a strong contender for stage control and starting combos.
– #8 (Yellow): Travels upward in an arc, then comes down and bounces. STUNS opponents on hit, allowing you to confirm into K.O.s.
– #9 (White): Fast. Flying. Hard-hitting. #9 is a very reliable K.O. option at higher percentages.
– #0 (Grey): Does nothing when thrown and goes nowhere. Or… does it?
Thrown Numbers can be recaught with attacks (either by directly hitting with with a jab, tilt or aerial) or pressing attack when near a Number, which they can then either be charged to put it back OR thrown like an item in Smash (replaces your non-Special attacks with throwing the held Number) – it can be thrown forward, and also up and down (something you normally can’t do).
You can’t re-catch an already re-caught Number, though. (This includes throwing a recaught Number into an Operator!)
Spawns a math operator onstage.
Forward Special places it as a guided projectile that you can aim by holding up, down and backwards to guide its trajectory. Release SPECIAL to place it.
Down Special spawns an operator directly underneath you while also serving as a pseudo double-jump.
Once an operator is placed, the order of operators will cycle as follows: Addition (+) -> Subtraction (-) -> Multiplication (x) -> Division (÷) -> rinse and repeat.
Operators come in four types, and each of them can be given a Number from NSpecial to “hold”. Once an operator holds two Numbers, it will then throw both numbers after a timer. Each operator throws them differently:
– Addition (+): Throws both numbers one at a time in FRONT of it, starting with the first number thrown at it. There is a delay in between throwing both numbers.
– Subtraction (-): Throws both numbers one at a time BEHIND it, starting with the first number thrown at it. There is a delay in between throwing both numbers.
– Multiplication (x): Throws both numbers at the same time diagonally – the first number is thrown diagonally upwards while the second number is thrown diagonally downwards.
– Division (÷): Throws both numbers at the same time – the first number is thrown straight up while the second number is thrown straight down.
If trying to place an operator of the same type when one already exists, it will destroy the operator of that type. Upon death, all Operators will be destroyed.
This is your main additional form of stage control in addition to Numbers. Try setting them up in certain positions with certain combinations of Numbers to cause some chaos.
Flings a USB cable above it in the hopes of latching onto a wall for recovery. If it hits a wall, it’ll fling itself up to it. Grappling to a wall twice in a row without walljumping, getting hit or landing will put you into pratfall.
This move is wild when used aggressively. This move actively will grab opponents when swung, and on hit, TI-84 will fling itself towards them and footstool them to send them outward, which can lead into combos. If the opponent is above 50%, then they will be spiked instead! Try using this to reverse-edgeguard on your opponent if they overextend or leave themselves open.
(Note: if the move is started in the air, only the initial scoop and last possible frame of the attack will actually grab opponents.)
Up Special can also grapple to any Operators onstage, letting you gain height even without a wall and it sends the Operator downwards like a projectile (and it will automatically launch any Numbers it has stored in it already). Grappling to a second Operator without touching the ground, walljumping, or getting hit will put you in pratfall.
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A grab-like attack using parentheses underneath TI-84. If the grab connects, TI-84 will spike the opponent. A strong, yet slow attack. You can slightly drift left or right after the grab connects.
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ricE_ECD – making everything
This mod has custom sprites made specifically for Rivals made by me. Please do not reuse or re-upload these sprites anywhere without my permission!
Sound Effects pulled from:
– Super Smash Bros. Ultimate
– Real Life
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…do I really need to add copyright info about a TI-84 calculator? I don’t necessarily think so, but it goes without saying as usual: no copyright infringement intended and all rights reserved.
Happy April Fools btw lol
Revisions:
Old revisions of this mod are available below. Click the link to download.