User:Menshay/Character concepts/Third-party

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Terra Branford

225px-Terra_Branford_N.png

One of the main characters of Final Fantasy VI. A young woman with magic powers enslaved by the Gestahlian Empire, who once freed from its control sides with the rebellious Returners and embarks into a quest to find out more about her own origins.

Potential reasons for inclusion/exclusion

  • Buff.png Final Fantasy VI is a popular game, often regarded as one of the best in the series as well as one of the best SNES games overall. It was also the last main-series Final Fantasy game to debut on a Nintendo console.
  • Buff.png The current magic users in Smash do not fully exploit the potential of an actual elemental mage: Robin uses magic only in his specials, and Zelda's standard attacks are pretty generic.
  • Nerf.png While popular, Final Fantasy VI is definitely not a current game, nor one which has developed its own sub-series like Final Fantasy VII. There have been recent ports, however.
  • Nerf.png Terra would be the second character from an already represented 3rd-party series, which might or might not be a problem.
  • Nerf.png Technically she'd be yet another sword user.

Attributes

  • Part of Terra's moveset is based on her sword, and is overall similar to Marth/Lucina in concept (quick swordfighter).
  • Most of her attacks, however, rely on her magic powers. Several of them, including standard attacks, are projectiles and/or have long range.
  • To compensate, her ground speed is relatively low.
  • Overall, her attacks are mostly inspired by her Dissidia versions, her source game and (sometimes) the Kingdom Hearts series. Some are adapted from similar characters already in Smash. However, many of her moves have different properties than the original.

Moveset

Name Description Notes
Neutral attack A quick slash > slash > fireball combo. Similar to Robin's jab.
Forward tilt Slashes her sword downwards in an arc, from slightly behind her head to in front of her. Inspired by every character's attacking animation when equipped with a sword in FF6. Also similar to Marth's forward smash.
Down tilt Quickly swipes her sword along the ground. Shared with other sword-wielding characters, such as Link.
Up tilt Slashes upwards in an arc, from the ground to above her head. One of Terra's attacks during chase sequences in Dissidia; also vaguely similar to Bayonetta's up tilt.
Dash attack Dashes forwards and swipes her sword horizontally, its blade on fire. Terra uses her sword to cast fire magic in the arcade Dissidia. Also similar to Corrin's forward tilt.
Forward smash Thunder/Thundara/Thundaga A row of lightning bolts appears in front of Terra, covering a distance proportional to the attack's charge. Paralyzes foes. The standard lightning-elemental series of attacks in the FF series. Its behavior here is inspired by how Thunder works in Kingdom Hearts: 358/2 Days, as well as one of Kefka's Thundaga attacks in Dissidia.
Down smash Meteor Summons a meteor in front of herself, slightly above her head, then drops it down. The meteor can drop down ledges, and if it hits the ground it releases small damaging particles. Charging the attack makes the meteor bigger, and if charged enough it can meteor smash opponents. Reflectable. Meteor is a recurring spell in the FF series, often one of the later and most powerful ones. Conceptually similar to Villager's forward smash.
Up smash Flood Summons a pillar of water in front of herself, its height proportional to the attack's charge time and varying from about 1x to 1.5x Terra's height. A recurring water-based attack. Though not present in the original FF6, it is used by Terra in Dissidia. Also conceptually similar to Palutena and Bayonetta's up smashes.
Neutral aerial Chaos Wave Terra surrounds herself in a damaging purple aura. Inspired by Maduin's (Terra's father) attack in FF6.
Forward aerial Blizzara Three ice spheres coalesce in front of Terra, merging into a single ball which is then shot forwards. The point of convergence of the three spheres is a sweetspot which freezes opponents. The single ball can be reflected. Inspired by Terra's Blizzara in Dissidia.
Back aerial A quick backwards sword swipe. Similar to Ike's.
Up aerial Holy Terra raises her hand, generating a quick burst of light which immediately turns into three (reflectable) white spheres which quickly spiral upwards. Getting caught into the initial burst means having to go through the whole attack. A recurring spell, usually the most powerful light-based attack and naturally available to Terra. Its behavior is vaguely inspired to the animation of its FF6 version. Also conceptually similar to Mega Man's up aerial.
Down aerial Thunder Shoots a lightning bolt downwards from her hand. Her palm is a sweetspot with a meteor effect. See forward smash, also similar to Robin's.
Grab Grabs the foe with her hand. Generic.
Pummel Hits the foe with her sword. Generic.
Up throw Holy Throws the foe upwards, then shoots five spheres of light which converge on them. Similar to how Holy works in Dissidia.
Forward throw Fire Throws the foe upwards and in front of herself, following with three homing fireballs. The fireballs combo into each other, but can be intercepted and reflected by other fighters. Conceptually similar to Mewtwo's.
Back throw Throws the opponent backwards and slashes them upwards with her sword. Original.
Down throw Graviga A sphere of darkness engulfs the opponent, crushing them. The most damaging of Terra's throws, but also the one with the least knockback. A recurring spell which damages its target for 3/4 of its current HP. Terra can learn it naturally in FF6.
Floor attack Swipes her sword forwards, then backwards while getting up. Shared with other sword-wielding characters.
Edge attack Climbs up, then swipes her sword horizontally. Shared with other sword-wielding characters.
Neutral special Fire/Fira/Firaga Shoots a fireball, which can be charged by holding the special button, becoming bigger and more powerful but also slower. Reflectable. The standard fire-elemental series of attacks in the Final Fantasy series. Partly inspired by Terra's Meltdown in Dissidia, as well as Water Shuriken and Dragon Fang Shot.
Side special Riot Blade Swipes her sword forwards, releasing a X-shaped shockwave which explodes on contact with an opponent. The attack gets stronger as Terra takes damage, becoming multi-hit (up to five hits) at high enough percentages. However, it can be reflected. Terra's Desperation Attack in FF6, which can be randomly triggered by using a standard attack while at low HP. It first took a X-like shape in Dissidia. Also similar to Cloud's Blade Beam.
Up special Tornado A tornado engulfs Terra, carrying her upwards and damaging foes caught in it. A wind-based attack which usually greatly reduces the target's HP. Its behavior here is inspired by its Dissidia version. Also similar to Mach Tornado and Tornado Hold.
Down special Blizzard/Blizzara/Blizzaga Terra summons a stationary icy sphere in front of herself, which freezes opponents on contact. Its size, power and freezing time depend on its charge, however its knockback is always low. Only one sphere can be on the field, and if left untouched it disappears with a weak burst after a while. Has relatively high endlag to make it harder to use while airborne. The standard ice-elemental series of attacks in the Final Fantasy series. Its behavior here is inspired by how Blizzard works in Kingdom Hearts: 358/2 Days.
Final smash Trance Terra morphs into her Esper form, flies above the stage and casts Ultima: a sphere of light appears in the middle of the stage and starts growing, dealing continuous damage before exploding with high knockback. Terra's unique ability in FF6, where she turns into an Esper gaining a temporary power boost. Ultima is usually the strongest spell in the Final Fantasy games where it appears, manifesting as a sphere of light. Its behavior here is also similar to a stage-wide Smart Bomb.

Shovel Knight

Shovel Knight amiibo (Shovel Knight series).png

The main character from the eponymous game, literally a knight armed with a shovel complemented by several magical relics. After the disappearance of his lover Shield Knight, he embarks in a quest to defeat the Order of No Quarter and the evil Enchantress.

Potential reasons for inclusion/exclusion

  • Buff.png He's overall a popular pick to represent independent developers.
  • Buff.png His source game also takes heavy inspiration from classic Mega Man, Mario and Zelda games: thus, he could work as a tribute to the many series to which even Smash owes its success.
  • Buff.png His game is published by Nintendo itself in Japan, and he is the first independent character to get his own amiibo.
  • Nerf.png Despite his popularity in some contexts, he remains a character from an independent developer and as such lacks global relevance when compared to pretty much every current character. Plus he has starred in only one game so far (excluding cameos).
  • Nerf.png While his shovel would definitely be an original weapon, in practice it wouldn't behave that much differently from swords, especially bigger ones.

Attributes

  • Shovel Knight mainly fights with his shovel, obviously.
  • Relics from his source game are also integrated as special moves and sometimes as normal attacks, to give him more variety. Unlike the source game, which features a magic meter, they have unlimited uses.
  • Some of his moves, especially custom ones, are taken from Plague Knight's playable appearance as well as Custom Knight (Shovel Knight's customizable amiibo version).
  • His mobility is kind of low, especially in the air.
  • He possesses a single midair jump, a somersault which in his source game is used as his jumping animation when wearing the Gold Mail, as well as the actual double jump available to Custom Knight.

Moveset

Name Description Notes
Neutral attack A simple digging motion which comboes into itself if the foe is close enough. It also digs up some lightly damaging dirt. Shovel Knight's standard attack in his source game. Similar to Roy's jab.
Forward tilt Quickly jabs his shovel forwards. Has a longer reach than his jab. Inspired by the end of Shovel Knight's standard attack animation in his source game.
Down tilt Drop Spark Plants his shovel into the ground diagonally in front of him, creating a small damaging shockwave. An extra ability unlockable from the weapon smith, activated when using his normal attack at full health and possibly inspired by Link's Sword Beam. Also similar to Cloud's Blade Beam.
Up tilt Supporting himself with his shovel planted into the ground, headbutts upwards hitting the opponent with the horns on his helmet. Original. Vaguely similar to King Dedede's up tilt.
Dash attack Plants his shovel into the ground and dashes forward, raising damaging dirt. Original. Somewhat similar to Polar Knight's and Mole Knight's dashing attacks.
Forward smash Charge Handle Raises his shovel, then smacks it in front of himself. An ability Shovel Knight can unlock at the blacksmith in Armor Outpost. Also similar to Peach's forward smash.
Down smash Fishing Rod Pulls out a fishing rod with a big anchor as its hook, then drops the anchor in front of himself. The anchor can fall of ledges, damaging opponents both when falling and, to a lesser extent, when rising back up. It can also be used to retrieve light items. A relic bought from Chester in the village, used to fish up various objects from holes as well as treasure bags dropped by Shovel Knight himself upon defeat. Similar to Villager's forward smash.
Up smash Trench Blade Forcefully digs upwards, from the ground to above his head. Named after an ability unlocked at the blacksmith, which allows Shovel Knight to dig up dirt piles in a single swipe. Very similar to Cloud's up smash.
Neutral aerial Same as his neutral attack. Based on Shovel Knight's standard aerial attack in his source game.
Forward aerial Dust Knuckles Dons a gauntlet and punches forwards. He can punch up to tree times, and if he hits a target he is propelled forwards. A relic found in the Lost City, Mole Knight's level. It allows Shovel Knight to advance in the air if he hits a solid object.
Back aerial Hits backwards with his shovel. Original. Similar to several swordfighters' back aerial.
Up aerial Rising Dagger Drills upwards with a dagger, dealing multiple hits and gaining a little height (though not enough to be a reliable recovery). A relic available to Custom Knight only.
Down aerial Points his shovel downwards and dives down. Can be interrupted by any other attack. Based on Shovel Knight aerial attack in his home game. Also similar to Link's down aerial.
Grab Grabs the opponents with one hand. Generic.
Pummel Hits the opponent with the blade of his shovel. Original.
Up throw Throws the opponent upwards, then headbutts them with his horned helmet. Original.
Forward throw Hits the opponent with a golf club-style motion of his shovel. A variation of Charge Handle.
Back throw Same as his forward throw, but backwards. Same as his forward throw.
Down throw Digs a hole, then buries the opponent in it. Original
Floor attack Hits forwards, then backwards with his shovel while getting up. Generic.
Edge attack Swipes his shovel forwards while climbing the ledge. Generic.
Neutral special Flare Wand Points a magic scepter in front of him, shooting a fireball which travels in a straight line. A relic found in Pridemoor Keep, King Knight's stage. Chosen to represent King Knight's playable role. Also similar to Lucas's PK Fire.
Chaos Orb Shoots a green orb which bounces along terrain. Up to two orbs can be onscreen at the same time. A relic bought from Chester in the Village.
Alchemy Coin Drops a coin which spins along the ground, briefly paralyzing opponents. Any attack from any character makes the coin change direction, but it won't harm the Shovel Knight who threw it. A relic found in the Explodatorium, Plague Knight's stage. It turns weak enemies into gold on contact.
Side special Propeller Dagger Wields a dagger and quickly dashes forwards. Contact with opponents and walls makes him bounce off. Does not cause helplessness, but can be used only once before landing. A relic found in the Flying Machine, Propeller Knight's level.
Tow Anchor Wielding a huge anchor, throws himself in a horizontal arc. The attack cannot snap on ledges during the falling portion. A relic exclusive to Custom Knight. Works similarly to Back Slash.
Fleet Flask Drinks a red potion (attacking him in this state interrupts the move), then starts running at high speed damaging opponents in his path. Shovel Knight can jump during the dash, keeping his momentum, even in midair (only once and if his midair jump has not already been used). The dash ends when crashing into a wall, or can be interrupted by using a neutral aerial / dash attack or by turning around (only on the ground). An arcanum available to Plague Knight, as well as a relic available to Custom Knight. Similar to Super Speed and Clown Kart Dash.
Up special Staff of Surging Wielding a magic staff, shoots himself diagonally upward while surrounded by a swirling purple aura, damaging opponents in his path. An arcanum not available to Shovel Knight, but to Plague Knight, found in his own Explodatorium. Chosen to represent Plague Knight's playable role.
Bomb Burst Creates an explosion around himself, damaging opponents and shooting himself upwards. Can be angled. One of Plague Knight's basic attacks, also available to Custom Knight. Also similar to Rocket Jump.
Vat A vat of purple liquid appears under Shovel Knight, acting as a platform. The vat falls down after a short while, exploding on contact with the floor or an opponent. Only one vat can be in play at a time. One of Plague Knight's arcana. (Note: Shovel Knight has little to no vertical recovery options in his source game.)
Down special Phase Locket A counterattack. Shovel Knight raises the Phase Locket to block an incoming attack. For a time proportional to the blocked attack's strength he then becomes immune to all attacks, grabs and hazards, and all of his attacks pierce through shields. However, the invincibility period becomes shorter and shorter with each use, recharging over time. A relic found in the Lich Yard, Specter Knight's level. Chosen to represent Specter Knight's playable role. In the source game it is not a counterattacks and does not decay with each use: rather, it can be activated anytime and protects Shovel Knight from all damage for a short while. Its properties here are partly inspired by Witch Time.
Berserker's Brew Shovel Knight drinks a blue potion (attacking him in this state interrupts the move), gaining temporary heavy armor. However, in this state he takes more damage from enemy attacks, and is still vulnerable to grabs. After the effect runs out, the move cannot be used for a while. An arcanum available to Plague Knight. In the source game it completely negates knockback, but it does not make enemy attacks more damaging.
Leech Liquid Shovel Knight drinks a potion (attacking him in this state interrupts the move): for a short while he recovers some health for every attack successfully landed. After the effect runs out, the move cannot be used for a while. One of Plague Knight's arcana.
Final smash Troupple Dance Shovel Knight raises a Troupple Chalice. The Troupple King appears in the background, summoning a swarm of troupples which jump around the stage, damaging opponents. The Troupple King, a trout/apple hybrid worshipped by some as a deity, aids Shovel Knight by granting him beneficial magical ichors held in special chalices. Smaller troupples accompany the King during his dances, and can be also fished up in several levels to obtain a random ichor. The move itself works similarly to Pit's Palutena's Army.

Plague Knight

plagueKnight-360x442.png

A skilled alchemist and member of the Order of No Quarter. In Plague of Shadows, one of Shovel Knight's extra campaigns, he embarks on a quest to gather the essences of his fellow knight in order to complete his ultimate potion.

Potential reasons for inclusion/exclusion

  • Buff.png As the first of the boss knights to get his own campaign, he has decent visibility.
  • Nerf.png I fully acknowledge that, as the second representative of an independent series, he has next to no chance of getting in. This moveset is just a personal experiment.

Attributes

  • Several of Plague Knight's standard attacks are projectile-based, and consist in him throwing several types of bombs: with a few exception, they have low KO power and are meant to wear down the opponent from afar before dealing the final hit.
  • Plague Knight's defining mechanic in his source game is the ability of mixing and matching several types of powders, bomb casing and fuses to create a large variety of bombs. As this would be way too complex and unwieldy to fully implement in Smash, he retains just the ability to swap powder types; the different casings are implemented as distinct attacks. Most bombs (like with the Impact fuse in the original game) explode on impact with anything (opponent, wall, object) unless noted.
  • All of his simple bomb-based attacks (except his throws) can be reflected (but not absorbed) unless noted.
  • His Arcana (special items) are integrated as special and sometimes standard attacks. The magic meter of his source game is not implemented.
  • He is fairly slow on the ground, but has very high aerial mobility.
  • He is a fairly frail and floaty character, and has to rely on trickery in order to survive.
  • He can wall jump, an ability inspired by how his Goo Garment (one of his possible cloaks) allows him to bounce on walls.

Moveset

Moves in green are affected by Powder Swap.

Name Description Notes
Neutral attack Staff of Striking Plague Knight quickly whacks the opponent multiple times with his staff. Has a loop and a finisher which sends the opponent horizontally. One of Plague Knight's arcana, a staff which can quickly hit multiple times.
Forward tilt Bomb (Whirl casing) Throws a bomb straight forward, which explodes on impact or on its own after covering a distance of about 1/3 of Final Destination. A casing which makes Plague Knight throw bombs straight forwards, while also giving them a boomerang effect (not included here).
Down tilt Bomb (Bounce casing) Lobs a bomb at his feet, which bounces close to the ground a few times before exploding. It explodes instantly on contact with an opponent or object. The basic bomb casing.
Up tilt Bomb (Lob casing) Throws a bomb upwards, which then descends in a parabolic motion. A casing which allows Plague Knight to throw bombs upwards, similar to a Hammer Bro.'s attack.
Dash attack Spin burst Plague Knight creates an explosion which propels him forwards like a cannonball, hurting opponents in his path. This attack can send Plague Knight off ledges. One of the available bursts (third jumps), which makes Plague Knight able to damage enemies on contact.
Forward smash Points his staff forwards, generating an explosion with a sweetspot at its tip. Original.
Down smash Big Boom Jumps slighly and crashes a large glass bomb on the ground, which generates two long bursts at its sides. An arcanum, a bomb which when flung in the air creates a large cross-shaped explosion upon hitting anything solid.
Up smash Staff of Surging Wielding his staff, Plague Knight is propelled a short distance diagonally upwards, dealing multiple hits and falling on the ground once the attack is over. An arcanum which allows Plague Knight to gain vertical distance, even in the air. Conceptually similar to Mega Upper (and, by extension, Shoryuken).
Neutral aerial Bomb (Orbit casing) A bomb appear in front of Plague Knight and starts orbiting him clockwise. It disappears after a full revolution, and explodes on impact with anything. A casing which makes bombs orbit Plague Knight.
Forward aerial Bomb (Bounce casing) Throws a bomb diagonally downwards. Based on the aerial version of bombs with a bounce casing.
Back aerial Staff of Striking Pokes multiple times behind himself with the bottom of his staff. See neutral attack.
Up aerial Bomb (Float casing) Releases a bomb in front of himself, which floats upwards in an arc. A casing which makes bomb float upwards. The exact movement is based on its grounded version. Similar to Mega Man's Danger Wrap.
Down aerial Vat Throws a large vat full of purple liquid under himself, gaining a little vertical distance. The vat explodes on contact with anything. Can be reflected. An arcanum which allows Plague Knight to create floating explosive vats usable as platforms, which fall after a short while.
Grab Grabs the opponent with his hand. Original/generic.
Pummel Whacks the opponent with the top of his staff. Original.
Up throw Throws the opponent upwards, then throws 1-3 bombs at them depending on the equipped powder. Original.
Forward throw Hits the opponent with a powerful whack of his staff. Original, similar to Shovel Knight's Charge Handle.
Back throw Throws the opponent behind himself, then points at them with his staff generating an explosion. Original.
Down throw Bomb (Drop casing) Places the opponent on the ground in front of himself, then drops 1-3 bombs on them. Partly based on a casing which allows Plague Knight to place bombs at his feet.
Floor attack Quickly swipes his staff on both sides while getting up. Generic.
Edge attack Climbs up and swipes the floor with his staff. Generic.
Neutral special Bait Bomb Places on the ground a fish-shaped bomb, which then quickly travels on the ground, falling off ledges and exploding in contact with walls, opponents or items. It can be reflected. An arcanum among the first available, a bomb used to retrieve objects from pits.
Side special Fleet Flask Drinks a red potion (attacking him in this state interrupts the move), then starts running at high speed damaging opponents in his path. Plague Knight can jump during the dash, keeping his momentum, even in midair (only once and if his midair jump has not already been used). The dash ends when crashing into a wall, or can be interrupted by using any aerial / dash attack or by turning around (only on the ground). An arcanum which allows Plague Knight to quickly dash forwards. Similar to Super Speed and Clown Kart Dash.
Up special Bomb Burst Plague Knight creates a damaging explosion at his feet which propels him straight up or 45° forwards, depending on how the move is angled. Can be charged for slightly more damage and distance. Plague Knight himself deals low damage to opponents during the rising portion. Does not cause helplessness, and Plague Knight is even able to use his midair jump if he hasn't done so already. Plague Knight's standard third jump in his source game, including the damaging element of Spin burst. In the source game it has to be charged to become usable, but the charge level does not affect its properties. Also similar to Rocketbarrel boost.
Down special Powder Swap Cycles his current powder between Black powder, Tracer powder and Cluster powder (signalled by an icon appearing above Plague Knight's head) changing the properties of most of his bomb-based attacks:
  • with Black powder, the bombs simply explode. Used to rack up damage from afar. Up to 3 bombs can be in play at a time.
  • with Tracer powder, upon impact the bombs release two green flames which travel on the ground for a short distance. Up to 2 bombs can be in play at a time.
  • with Cluster powder, the bombs create a group of clustered explosions, covering a greater area. The most apt at dealing KOs of Plague Knight's bombs. Only one bomb can be in play at a time.

Plague Knight's firing rate also decreases between black -> tracer -> cluster powder. Attempting to throw a bomb when the limit is reached makes Plague Knight perform the throwing pose, but no bomb come out.

Powders are one of the core differences between the different bomb types Plague Knight can make:
  • black powder, available from the beginning, creates simple explosions.
  • tracer powder generates two green flames which travel along terrain until they exit the screen.
  • cluster powder generates a cluster of explosions.
Final smash Serum Supernus Plague Knight holds up a shining flask, summoning the Corrupted Essence, a monstruous version of himself which looks like a giant bird carrying a cauldron. He then jumps into the background and directs the Corrupted Essence with his staff: it can fly around freely but slowly, and has three attacks:
  • simply crashes on the opponents from above.
  • by pressing the attack button, it releases a flurry of bombs from its mouth
  • by pressing the special button, it makes a huge flame erupt from its crucible. Can be charged by holding the special button before releasing it.

After a while, or after taking enough damage, the Corrupted Essence disappears and Plague Knight rejoins the battle.

The Serum Supernum is the final goal of Plague Knight's research, obtained by gathering the essences of all other members of the Order of No Quarter plus Shovel Knight and the Enchantress. However, it unexpectedly turns into the monstruous Corrupted Essence which has to be fought as the final boss of Plague Knight's campaign.

Quote/Curly Brace

150?cb=20120925090301&path-prefix=cavestory&.png183?cb=20120925090153&path-prefix=cavestory&.png

Quote is the main character of Cave Story, a mysterious, amnesiac and (originally) unnamed traveler who finds himself on a strange floating island, where the wicked Doctor is planning to enslave the peaceful Mimiga. During his travels on the island, Quote finds Curly Brace, which like him is amnesiac and has high proficiency with weapons, protecting a group of Mimiga children.

Potential reasons for inclusion/exclusion

  • Buff.png He has the potential to be a full gunner, still a largely unexplored archetype.
  • Buff.png For an independent game, Cave Story is notable and well-known, and has already received several ports (including exclusive ones) on Nintendo systems. Its status as a Japanese game also makes it more well-known in Smash's native Japan.
  • Nerf.png While Quote himself has had some cameos, Cave Story hasn't received any sort of actual sequel (unless the extra stage in Cave Story + is counted) since 2004.
  • Nerf.png Like all independent characters, his global relevance is still overall low.

Attributes

  • Quote's defining characteristic is his large arsenal of weapons.
  • The large majority of his attacks are projectile-based and very similar to each other; however his main gimmick is being able to swap weapons, completely changing said attacks' properties. Not every weapon from the source game is available this way; some are used only for smash and special attacks: this is to avoid having to juggle too many weapons on the fly while introducing more variety to non-standard attacks.
  • His source game's weapon experience system (where his weapons become more powerful by collecting crystals dropped from defeated enemies, and getting hurt makes weapons lose experience) is not implemented; instead his weapons are either assumed to be at maximum level or explicitly charged during gameplay.
  • He has a low falling speed to allow more aerial options, like in his source game.
  • His midair jump is Booster v0.8, in which he uses his jetpack to propel himself upwards.
  • Curly Brace is available as a model swap, like Alph and the Koopalings: in the original Cave Story she uses some of Quote's weapons, and in some ports she is fully playable with no mechanical differences. (For simplicity, the player character will be referred to as just Quote.)

Moveset

Moves in blue are affected by Weapon Change.

Name Description Notes
Down special Weapon Change Cycles his equipped weapon between Polar Star, Snake and Machine Gun (signalled by an icon appearing above Quote's head) changing the properties of most of his standard attacks (jab, forward/up tilt, all aerials, up throw):
  • the Polar Star shoots an energy projectile. It has medium range, deals low damage and no knockback, but can be rapid-fired by quickly tapping the attack button. Used for racking up damage, but unable to KO foes.
  • the Snake shoots a spinning, flaming square which moves in a sine-wave motion. It has the longest range of all standard weapons, deals relatively high damage but low knockback. It has the unique property of passing through walls. Used to pick off opponents from afar and disrupt their recoveries.
  • the Machine Gun shoots a burst of larger projectiles which are slightly aimed up or down. It can be rapid-fired by either quickly tapping or holding the attack button, but it quickly runs out of ammunition, thus needing a short time to recharge. It has medium range and deals the most knockback of the three weapons, making it Quote's primary weapon to KO foes, especially in the air.
In Cave Story, Quote is able to swap weapons on the fly, and each weapon can be used roughly in the same way.
  • The Polar Star is Quote's starting weapon, a weak gun stolen from a hermit gunsmith in the first area of the game.
  • The Snake can be obtained in the Labirynth by combining the Polar Star with the Fireball. Its projectiles cannot destroy blocks, but pass through walls.
  • The Machine Gun can be obtained trading the Polar Star with Curly Brace. It can be rapid-fired, but its ammunition is limited, though it quickly and automatically regenerates. Its properties here are partly inspired by some of Mii Gunner's attacks.
Neutral attack Shoots forwards. Based on Quote's standard attack in his source game.
Forward tilt Shoots forwards while walking. Like Mega Man, Quote can shoot while walking.
Down tilt Quickly kicks in front of himself. Can trip. Original, similar to Ness's and Zelda's.
Up tilt Shoots upwards. Same as his source game, like neutral attack and forward tilt.
Dash attack Blade level 3 Quote holds the Blade and gets surrouded by a ghostly figure which slashes multiple times around him. The sword used by King, leader of the Mimiga, which he gifts to Quote. At level 3, it releases King's spirit for a multi-hit attack.
Forward smash
Up smash
Blade Quote throws a spinning sword forwards or upwards, respectively. Charging the attack makes the sword bigger and more powerful, but greatly reduces its range. At level 1 and 2 the Blade is thrown at opponents. At level 2 it is more powerful than at level 1, but its range is decreased.
Down smash Fireball Points his gun forwards, then shoots a fireball which bounces along terrain. Charging the attack makes the fireball shift from white to red to blue and increases the time it stays in play. A weapon obtained in the Bushlands/Grasstown, it shoots fireballs which bounce along terrain, overall working similarly to Mario's Fireball.
All aerial attacks Shoots a projectile forwards (neutral/forward aerials are almost identical, except Quote moves forwards for his forward aerial), backwards (in which case he turns around before shooting and remains turned around after the attack), upwards or downwards. If equipped with the Machine Gun, each aerial attack pushes quote in the opposite direction. In his source game, Quote can shoot in the four main directions with little to no change in properties, even in the air. At level 3, shooting upwards or downwards with the Machine Gun in the air pushes Quote in the opposite direction, which can be used to actually fly.
Grab Grabs the foe with one hand. Generic.
Pummel Hits the opponent with his gun. Generic.
Up throw Throws the foe upwards and shoots them with a quick burst of projectiles from his current gun. Based on some of Fox/Falco's throws.
Forward throw Slashes the foe with the Blade, launching them forwards. A generic sword attack.
Back throw Same as his forward throw, but he turns around first. Same as forward throw.
Down throw Fireball Places the foe on the ground, then hits them with the Fireball multiple times. Has low knockback. See down smash. Based on Charizard's.
Floor attack Slashes forwards, then backwards with the Blade. Generic, inspired by several swordfighters'.
Edge attack Swipes the ground with his gun. Generic.
Neutral special Spur Swaps his weapon to the Spur and starts charging it, its charge level displayed by a bar above Quote's head. While charging, Quote can move and jump freely, even in midair. Once the button is released, a beam of energy is released in the direction (front, back, up, down (only in the air)) Quote is pointing in. The Spur has four charge levels:
  • level 1: works exactly like a Polar Star shot, and can also be rapid-fired
  • level 2: a thin, long-ranged beam
  • level 3: two thin beams
  • level MAX: a single beam, as thick as a Polar Star shot, which deals heavy damage and knockback
The perfected form of the Polar Star, obtained by never trading it away and bringing it back to the gunsmith. It is unique in the fact that it does not require experience to level up, but it can be leveled up by just charging it; however releasing a shot fully depletes its charge. When rapid-fired, it works like a maximum level Polar Star. Its higher level versions are also similar to Robin's Thoron.
Side special Bubbline Quote shoots with a bubble gun, surrounding himself with a shield of bubbles which increase in quantity as long as the button is held, able to block projectiles and disrupt enemy attacks. Quote can move freely and even jump in midair while charging. When the button is released, the bubbles are shot in the direction (front, back, up, down (only in the air)) Quote is pointing in. Also known ad Bubbler, an optional weapon which shoots bubbles. At level 3 its bubbles linger around Quote, creating a shield, before being shot.
Up special Booster v2.0 Quote uses a jetpack to propel himself in the air. He can move in quick bursts changing direction (up, down, forward, back) as many times as the limited fuel allows. Does not cause helplessness, but once the fuel has fully depleted Quote has to land before being able to use it again (getting hit by enemies does not replenish fuel). The advanced version of the Booster, developed by professor Booster, with much higher manoeuvrability and fuel capacity. Conceptually similar to Robo Burner and (somewhat) Quick Attack.
Final smash Super Missile Launcher Quote swaps his weapon to the Super Missile Launcher: every attack normally affected by Weapon Change now shoots three quick long-ranged missiles which deal heavy damage and knockback. However, in this state Quote cannot execute his smash attacks, grab/throws and special attacks (except for Booster v2.0). The Final Smash ends either after a certain time, or when the Super Missile Launcher's ammunition runs out. Quote's most powerful weapon. In the source game it can be used at any time, however its ammunition is limited and has to be replenished with missiles dropped by enemies.
Taunt Nemesis Quote shoots with the Nemesis, releasing a rubber duck which deals 1% damage and minimal knockback. An optional weapon, it has the unique property of getting weaker as it levels up: while at level 1 and 2 it shoots lightning bolts, at level 3 it justs shoots a nearly harmless rubber duck.