Assailant

If you liked this item, please rate it up on Steam Workshop page.

Author: Mr_Ovatsu

Last revision: 28 Jan, 2024 at 22:10 UTC

File size: 23.5 MB

On Steam Workshop

Description:

"This character is based in the duelist class "Assailant", from "Black Magic 2: Phantom’s Causatum"

Move list:

A: Light combo: this is a 4 hit combo, press A 4 times to execute the full combo. 2nd hit is jump cancellable.

Side a: Heavy combo: same as light autocombo, but 3rd attack can be jump cancelled to follow up with N air.

Up a: Launcher: Assailant launches upwards along with the opponent, this works for starting aerial combos.

Down a: Low elbow hit: Assailant hits the opponent low with his elbow.

Running a: Knee hit: Assailant launches forward hitting with his knee.

Side strong: Back hit: Assailant launches himself forward, hitting the opponent with his full body, this attack works as counter if assailant gets hit.

Up strong: Uppercut: Assailant hits the opponent with a heavy uppercut. It’s punishable if whiffed, can be jump cancelled if it hits, it breaks shield with no stunning.

Down strong: Guardbreak: Assailants stomps the opponent, this attack breaks shields stunning the opponent, leaving an opening for combos. punishable if whiffed, can be cancelled with other attacks if it hits.

Neutral air: Aerial combo: just as A and Side a combo, but this is an aerial variant.

Forward air: Forth aerial kick: Assailant kicks the opponent and launches him away.

Back air: Back punch: Assailant flips and punches the opponent behind him.

Up air: Lunar arm spin: Assailant spins his arms around him, hitting everyone around.

Down air: Dive kick: Assailant dives downwards with a kick, it only ends when landing on ground, so be careful near map edges.

B: Dark fireball: Assailant throws a Dark fireball forward.

Side B: Grab: Assailant grabs the opponent, slams him on the ground and throws him backwards if on gorund, if on air, he grabs the opponent and throws a punch that will launch ’em forward. this ignores shield.

Up B: Chain kicks: Assailant launches upwards with 3 chained kicks, if the last kick hits, a kanji will show, and assailant will heal himself. has free fall.

Down B: Counter: Assailant enters in a defensive stance, if he get’s hit, the opponent will get stunned, with assailant not getting damaged.

Ultras: Ruin and Collapse: Assaialnt Rushes forward, if he gets the opponent, he’ll grab them, the bg will go black, and then’ll launches a flurry of punches to the opponent, when finished, the opponent will be launched. However, if you press attack on start up, and you’re on certain distance away from the opponent, assailant will shoot a dark sphere to the floor, stunning the opponent, he’ll turn his body dark, and will trap the enemy on a dark chained sphere, he’ll charge a dark energy punch, and then will pull the opponent to him just to hit again with devastating strenght.

–Passives:
-Aerial attacks not spammable: Forward and Up air will be available for use once going back to the ground.
-Iron skin: Super armor on forward, down and up strong, but having a long start up on up and down strong, since they break shield, and be able to avoid it, learn to use it to punish opponents on determined scenarios, forward strong should work as some sort of counter to punish the opponoent, but since it’s hard to get it to work like that, it’ll just launch the opponent, has long start up tho, but not as long as down and up.

"This character might be updated if needed to be fixed, or if there’s something to be changed, for now, hope you enjoy the character, there’ll be more."

-Mr. Ovatsu