Blue
The traveling wizard who hails from the world of Scrabdackle, Blue joins the fight in Rivals!
Blue is a glass cannon who uses their versatile but limited kit to fight opponents at any range. They can be a menace on the offensive, but their light weight combined with their lackluster vertical recovery can make them easy to KO.
Main Gimmick – Magic Condenser: Blue’s simple yet powerful specials can burst out huge damage in a short amount of time, but they all share a mana/magic meter resource that is partially consumed when a special is used. Magic regenerates passively, but Blue can regain magic MUCH quicker by dealing damage with their normal/strong attacks. Magic is also gained by receiving damage, but at a lower scale than giving damage. Fully depleting Blue’s magic meter will put Blue’s specials – except for Up Special – on cooldown until magic is fully replenished. Passive magic regen is quicker while on cooldown, but Blue is left vulnerable in this state without their main zoning options. Manage magic carefully to weave between blue’s special and normal attacks and maximize damage!
Forward Special – Arc Bomb: Blue lobs a projectile of highly concentrated magic at an upwards arc. On contact with a surface or player, it creates a powerful explosion with high damage and knockback, dealing a slight damage bonus on a direct hit. This attack can be fired quickly in succession, but depletes a LOT of magic per use.
Up Special – Springwheel: Blue spins upwards and casts a magic pinwheel to slow their fall. Similarly to Ori’s Up Special, this pinwheel can be cancelled by air dodging or fastfalling into pratfall. Up Special gives great horizontal recovery but subpar vertical recovery.
Neutral Special – Strata Blast: A simple but economical blast spell. Uncharged attacks quickly fire a single projectile for small damage and no knockback at a low magic cost. This attack is also chargeable – a fully charged attack fires a bigger, more powerful projectile WITH hitstun and knockback at a higher magic cost.
Down Special – Octahedrons: Blue’s primary stage control. For a slight magic cost, blue tosses a gem/octahedron in front of them, where it floats in place. Hitting this gem/octahedron with another special attack (including USpecial!) detonates it into a multi-hit explosion. A second octahedron can also be placed down, tethering to the first octahedron. If this tether or either octahedron is hit with another special attack, up to two very fast projectiles will fire from the point of impact towards each undetonated octahedron. These projectiles stun opponents and will detonate octahedrons like any of Blue’s other specials.
(Note: octahedron explosions destroy other octahedrons, so stacking two octahedrons directly on top of each other isn’t effective! Make sure you place them outside of each other’s radii.)
– Art, programming, trailer: ACarr
– Scrabdackle and victory/trailer music: Jakefriend
– Scrabdackle sound effects: Major Bruno and freesound.org
– Other sound effects: Super Smash Brothers Ultimate
– Special thanks to all of the playtesters for giving invaluable feedback and helping bring blue’s moveset together!
Scrabdackle demo on Steam: https://store.steampowered.com/app/1578720/Scrabdackle/