Exetior
– The Might of the Embers now has some new tricks up his sleeve. Having gone through a complete overhaul to improve game feel and competitive viability, Exetior becomes a lot more of an aggressive fighter than before. With his Heated Headbutt, Molten Rocket, Rising Phoenix, and Flame Dweller techniques, this easily enraged fighter is no pushover for any old joe to tangle with. –
By landing attacks or by using forward special to boost around, Exetior fills up a meter that automatically drains over time if not moderated often, as indicated by the new hud elements as well as the aura glowing around the character’s sprites. This new gimmick is to help force more aggressive play on both Exetior and the opponent’s ends. It requires no additional input to benefit from, as it makes Exetior’s specials stronger passively the more rage Exetior has stored.
If Exetior reaches max rage, he enters a temporary frenzy mode that will last seemingly forever the more he continues to increase his rage. But after a few seconds, if Exetior does not monitor his rage meter, frenzy mode will end. When in this state, Exetior doesn’t enter pratfall when using his specials, and his Flame Dweller projectile will stay active on stage for a short time when spawned during frenzy mode.
After a while, you might be able to reliably fill up your rage meter quite often, but that doesn’t mean you can act all reckless. Outside of both jab and down special, if Exetior gets any of his other moves parried, his meter will drop all the way back down to 0 in an instant, and the same will happen if he loses a stock as well. So reading your opponent is imperative to being able to continue benefiting off of your rage, because otherwise, you’re gonna lose it faster than blinking if you aren’t careful.
Exetior’s new nair and utilt allow him to cancel out of the endlag of said moves on hit to allow him to combo. For nair, the player can act after hitting the opponent as long as the former is on the ground, while for up tilt, the player is able to act right after Exetior slams the opponent back down on the ground.

If you press the jump button while boosting with forward special, Exetior gains a boost of speed that allows him to rocket towards the enemy and smack them with any aerial. This feature will be Exetior’s main approach option. You can only preform the jump cancel if you have not used your double jump beforehand.
Exetior’s signature technique Flame Dweller makes a return, and takes up the down special slot this time around, now having been repurposed as a projectile grab. Just like before, Flame Dweller will stick to the ground at all times and will not spawn off-stage, just like Mycolich down tilt, and the distance the projectile will spawn from between itself and Exetior increases the more rage the latter has stored, as indicated by the floating hand target sprite during the move’s startup. However, when Flame Dweller grabs the opponent, it holds them in place for a short time as a punish to allow Exetior to follow up with another attack. The amount of time the opponent stays grabbed depends on their damage percent. Also, if the player tries to use Flame Dweller while in the air, it acts as a stall n’ fall that makes it so Exetior cannot spawn the projectile unless he is standing completely on the ground. However, you could use this feature to approach the opponent and spawn the projectile onto them to compensate for the small starting spawn distance. But be warned, if the projectile gets parried, you go into extended parry stun.

Special thanks to Hemuth for making the animations for both down strong and Flame Dweller!
Special thanks to DarkDakurai for coding in the new gimmick!
Special thanks to LocoGrisso for being Exetior’s voice actor!
Special thanks to ArtistofSeer for helping me learn how to format Steam Workshop descriptions!
Special thanks to Trail Mix for helping me come up with the new moveset for the update!
Special thanks to Hyuponia for coding the new Flame Dweller!
Special thanks to MyTrumpCard for providing Exetior’s custom sfx!