Smash Corliss
~=Fighter=~
I've been working on these longer than I care to admit. Designs have changed over the years and I've experimented with different types of sprites until I finally settled on something.
And now, here's where I currently stand with my two characters, Smash the Echidna and Violet the Hedgehog.
These originated from resizing and re-adjusting a set of sonic advance styled sprites into what you see here. If anyone is familiar with Megaman 8-bit Deathmatch, I have made a skin of Smash for it that I'm using as a base here. It's a rather unorthodox method, but it's resulted in a style that I'm quite satisfied with. I was initially working on quite a few more characters, but I haven't touched them since the demo ages of SRB2. Only recently have I started spriting for SRB2 more regularly, so I figured I may as well start posting my work.
And now, here's where I currently stand with my two characters, Smash the Echidna and Violet the Hedgehog.
These originated from resizing and re-adjusting a set of sonic advance styled sprites into what you see here. If anyone is familiar with Megaman 8-bit Deathmatch, I have made a skin of Smash for it that I'm using as a base here. It's a rather unorthodox method, but it's resulted in a style that I'm quite satisfied with. I was initially working on quite a few more characters, but I haven't touched them since the demo ages of SRB2. Only recently have I started spriting for SRB2 more regularly, so I figured I may as well start posting my work.
A well-known fighter from the Greenflower Region. He's as powerful as he is mobile, striking down enemies with martial arts and bounding through landscapes with impressive parkour. He's a serious, straightforward man who is never afraid to speak his mind.
To Be Reworked: Wall jumps should function closer to a super Mario sunshine style.Abilities that currently work said:Ability 1: Wall Jump
Jump against a wall and hold the Jump button to cling to it, and release the button to do a Wall Jump.
Spin Button = Attack
When pressed while on the ground, Smash will perform a quick melee attack. Can be pushed up to three times for a combo.
When pressed while airborne, Smash will perform a single flip attack. Can be used multiple times in the air, but it has a short cool-down reminiscent of Amy's hammer. Smash needs to use this in order to damage foes in the air.
If Smash uses his air attack against a wall, he will rebound off of it. While his regular wall jumps are more vertical, these wall kicks are more for horizontal jumps. They can also affect his momentum from springs.
Extra attacks:
Rising Knuckle = Spin > Jump: Attacks with a rising uppercut that goes quite a bit higher than his regular jump, but not as high as High Tension Launch. This can be combo'd out of his regular ground attacks.
Tech Recovery = Jump after taking damage: Exactly as said, when you press jump after taking damage (before landing of course) you will flip upright with a short hop and regain control in a jump state. However if you take damage again before you land, you will be launched much further than before and will be stunned upon landing (a la trick failures in Cross Momentum) and suffer a heavy Stamina penalty.
Counter Attack = Tech Recovery > Spin: When you press Spin right after recovering, you will launch yourself forward with an attack. This will cost a bit of stamina to use.
Custom 2 = Leg Up Boost: Hold the button down to stand in place, ready to launch other players that come to you upward like a spring. The strength of the boost is somewhere between a yellow and a red spring. Costs a tiny bit of SP for each boost, and if you don't have enough it'll simply be weaker. (Between a yellow and a blue spring's height.)
Custom 1 = High Tension
Smash has a stamina gauge, which refills over time. (The more rings you have, the faster it refills.) Taking damage depletes the gauge by a large amount. (Halved when losing a shield.) When the gauge is full, pressing the Custom 1 key will activate Smash's High Tension state.
While in High Tension, you won't take any damage, but you are also locked in place. You are afforded one move, and one move only, before the stamina gauge empties out. When you use one of the High Tension skills, the stamina gauge resets to 0 and you return to normal immediately.
High Tension: Launch
By pressing the jump key, Smash will perform a huge leap upward. He creates a powerful shockwave at his feet, destroying enemies and cracked terrain at close range. He still needs to use his aerial attack to damage enemies after using this jump.
High Tension: Burst
By pressing the spin key, Smash will shoot forward in a short, straight line, destroying any obstacle in his path. (From cracked walls to spikes.) He keeps his momentum after the burst ends, so this can be used as a great way to get a speedy start.
Super Smash Upgrades
Infinite Stamina Gauge: None of your abilities will deplete the stamina gauge as long as you are super.
Regular Attack: Landing hits creates an AOE explosion to damage nearby enemies. It also works if you attack other solid objects like walls or statues.
Aerial Attack: Smash doesn't need to attack to damage enemies with a jump, but doing so will also create explosions. Wallkicks send you farther and also create explosions on contact.
Wall Jumps: Instead of clinging to and sliding down the wall before jumping, Smash will begin to run up the wall for a short distance before sliding down. The jump height is slightly extended as well.
Rising Knuckle: There's a slight wind-up but nearby enemies will get sucked into you before you rise up. The attack brings you higher as well.
Leg Up Boost: Because you have infinite stamina, the boost is always at maximum height.
High Tension: With infinite stamina, you can use the abilities without even using High Tension. They function the same but are now simply referred to as Super Launch and Super Burst. They still have cooldowns, however.
When pressed while on the ground, Smash will perform a quick melee attack. Can be pushed up to three times for a combo.
When pressed while airborne, Smash will perform a single flip attack. Can be used multiple times in the air, but it has a short cool-down reminiscent of Amy's hammer. Smash needs to use this in order to damage foes in the air.
If Smash uses his air attack against a wall, he will rebound off of it. While his regular wall jumps are more vertical, these wall kicks are more for horizontal jumps. They can also affect his momentum from springs.
Extra attacks:
Rising Knuckle = Spin > Jump: Attacks with a rising uppercut that goes quite a bit higher than his regular jump, but not as high as High Tension Launch. This can be combo'd out of his regular ground attacks.
Tech Recovery = Jump after taking damage: Exactly as said, when you press jump after taking damage (before landing of course) you will flip upright with a short hop and regain control in a jump state. However if you take damage again before you land, you will be launched much further than before and will be stunned upon landing (a la trick failures in Cross Momentum) and suffer a heavy Stamina penalty.
Counter Attack = Tech Recovery > Spin: When you press Spin right after recovering, you will launch yourself forward with an attack. This will cost a bit of stamina to use.
Custom 2 = Leg Up Boost: Hold the button down to stand in place, ready to launch other players that come to you upward like a spring. The strength of the boost is somewhere between a yellow and a red spring. Costs a tiny bit of SP for each boost, and if you don't have enough it'll simply be weaker. (Between a yellow and a blue spring's height.)
Custom 1 = High Tension
Smash has a stamina gauge, which refills over time. (The more rings you have, the faster it refills.) Taking damage depletes the gauge by a large amount. (Halved when losing a shield.) When the gauge is full, pressing the Custom 1 key will activate Smash's High Tension state.
While in High Tension, you won't take any damage, but you are also locked in place. You are afforded one move, and one move only, before the stamina gauge empties out. When you use one of the High Tension skills, the stamina gauge resets to 0 and you return to normal immediately.
High Tension: Launch
By pressing the jump key, Smash will perform a huge leap upward. He creates a powerful shockwave at his feet, destroying enemies and cracked terrain at close range. He still needs to use his aerial attack to damage enemies after using this jump.
High Tension: Burst
By pressing the spin key, Smash will shoot forward in a short, straight line, destroying any obstacle in his path. (From cracked walls to spikes.) He keeps his momentum after the burst ends, so this can be used as a great way to get a speedy start.
Super Smash Upgrades
Infinite Stamina Gauge: None of your abilities will deplete the stamina gauge as long as you are super.
Regular Attack: Landing hits creates an AOE explosion to damage nearby enemies. It also works if you attack other solid objects like walls or statues.
Aerial Attack: Smash doesn't need to attack to damage enemies with a jump, but doing so will also create explosions. Wallkicks send you farther and also create explosions on contact.
Wall Jumps: Instead of clinging to and sliding down the wall before jumping, Smash will begin to run up the wall for a short distance before sliding down. The jump height is slightly extended as well.
Rising Knuckle: There's a slight wind-up but nearby enemies will get sucked into you before you rise up. The attack brings you higher as well.
Leg Up Boost: Because you have infinite stamina, the boost is always at maximum height.
High Tension: With infinite stamina, you can use the abilities without even using High Tension. They function the same but are now simply referred to as Super Launch and Super Burst. They still have cooldowns, however.
Smash's alternate design would have an altered moveset. For the most part, his base abilities remain the same. However, High Tension gets a bit of an upgrade. You can use it as long as you have any amount of stamina left, but instead of locking you in place, it simply changes your moveset. Stamina still drains, but quite a fair bit slower than before. If you have at least 50% of your stamina left, pressing the button again will lock you in place to allow for HT Launch and Burst, which will spend the rest of your stamina.
Jump Button = Triple Jump
In High Tension, Smash can no longer Wall Jump. However, he gains the ability to jump two extra times in the air. When you combine this with his wall kicks, he can still make it up to high areas.
Spin Button = Attack
When pressed while on the ground, Smash will perform a quick melee attack. Can be pushed as many times as desired for an infinite combo.
When pressed while airborne, Smash will perform a single flip attack. It functions the same, but it now destroys cracked walls and even releases a shockwave for extra range. Wall kicks give an extra vertical boost as well.
Extra attacks:
Rising Knuckle + Spin = Crash Dive: Rising Knuckle remains the same, albeit it goes much higher to make up for the lack of High Tension Launch. But if you press Spin again before the animation completes, Smash will dive back down to the ground with an earth shattering slam that damages nearby enemies and crushes cracked floors open.
Super Smash Upgrades
Infinite Stamina Gauge
Exploding Attacks
High Tension moveset
Upgraded Walljumps return
Super Burst and Super Launch return
Jump Button = Triple Jump
In High Tension, Smash can no longer Wall Jump. However, he gains the ability to jump two extra times in the air. When you combine this with his wall kicks, he can still make it up to high areas.
Spin Button = Attack
When pressed while on the ground, Smash will perform a quick melee attack. Can be pushed as many times as desired for an infinite combo.
When pressed while airborne, Smash will perform a single flip attack. It functions the same, but it now destroys cracked walls and even releases a shockwave for extra range. Wall kicks give an extra vertical boost as well.
Extra attacks:
Rising Knuckle + Spin = Crash Dive: Rising Knuckle remains the same, albeit it goes much higher to make up for the lack of High Tension Launch. But if you press Spin again before the animation completes, Smash will dive back down to the ground with an earth shattering slam that damages nearby enemies and crushes cracked floors open.
Super Smash Upgrades
Infinite Stamina Gauge
Exploding Attacks
High Tension moveset
Upgraded Walljumps return
Super Burst and Super Launch return
The enthusiastic, energetic leader of the eponymous "Team Violet", also known as "The Greenflower Guardians". Violet is a flexible athlete who specializes in swimming, gymnastics, and long distance sprints. She dishes out justice in style.
Don't let that gleeful smile fool you: She's actually quite mischievous.
Hasn't yet been ported from 2.1
Ability 1: Swimming. 2.1 version used the basic swimming ability in core, but as Violet is pretty much best known for her swimming, let's expand on this more!
- Dolphin Kick: Pressing the Spin button while swimming thrusts you forward, comparable to an underwater thok. Can damage enemies and be used multiple times, but it has a short cool-down before it can be used again.
- Siren Slash: Pressing spin before the animation on Dolphin Kick ends will slow you down and perform a backwards somersault, which launches a ring-shaped shockwave forward to damage enemies.
- Sonic Advance Knuckles style swimming
Basically when you jump into a pool of water, you automatically float to the surface, able to swim around freely. Pressing the spin button will let you dive, dropping you under water with the regular water physics; but it'd put you back in the jump state so you can activate the regular swimming ability before you land. Swimming up until you jump out the water puts you in the jump state again, which would mean landing back in the water starts the whole thing over.
If you walk or get damaged into the water it won't activate the float. - Drown Timer Extended. She can hold her breath significantly longer than others.
- Aerial Attack: Hers works much like Smash's, in which she has to use it to damage enemies in the air. She actually learned it from him, and perfected it in her own style. As such, hitting an enemy with this not only bounces you higher but creates a small shockwave that can take out other enemies. The more enemies you bop in a row with it, the more powerful the shockwave. Pressing the jump button in between these combos lets you perform a trick, which makes the next shockwave even stronger. Violet's aerial attack can, like Smash's, also rebound her off walls. She can do tricks after wall kicks as well.
- Peel-out: Violet's regular top speed is fairly low, but after running for a while she'll break her speed limit and keep accelerating!
- Slide: She cannot spindash or start a super peelout by holding spin while standing in place, however, pressing spin while running will make her slide. Works like a regular running roll. Pressing spin again will make her stand and run again, like an uncurl. If you jump the moment you start a slide, you'll perform a long dive kick! It's very much momentum based, so if you get a really good running start you'll go soaring! Striking an enemy will launch you in an upward arc relative to your current momentum.
- Crouch and Spin-Attack: Pressing the spin key while standing in place will make her crouch. Pressing jump during a crouch will have Violet draw her weapon, a long bo staff, and swing it in a wild circle that can reflect projectiles!
- Double and Triple Jump: If you jump, and then jump again right after landing, you'll gain a bit more height than before. If you do it a third time while running, you'll gain incredible height while performing a somersault which can damage foes! She can still use her aerial attack during this as well, and it starts at max power!
- Mystic Melody: Violet is a talented musician on the side. Pressing custom 1 will draw an instrument, which will lock you in place and change your controls to perform! (Directionals+Spin = Play notes, Jump or Custom 1 = Cancel.) You can play keys in any order, however there are 5 Mystic Melodies that activate when played correctly.
- Warp Song: Warp back to a previous checkpoint or the beginning of the act.
- Blossom Melody: Makes flowers give random items, with the highest chance of getting a single ring and lowest chance of an extra life.
- Sea Melody: Create Geysers on top of bodies of water, which function like arid canyon whirlwinds.
- Lullaby: Temporarily stops all nearby enemies, putting a (
- Circle Song: Spend 10 rings to give nearby players 3 rings and a basic shield. You don't get anything: you're the one giving after all!
A young inventor who grew up in Emerald Town. He comes heavily armed with his own handmade equipment. For a meek, scrawny looking boy, he's stronger than he appears. Some of that stuff is quite heavy!
Hasn't yet been ported from Final Demo.
Ability 1: Running Jump. Jump height increases depending on momentum.
Air Skip: A very small double jump.
Inventions
Gizmo has to create his arsenal along the way. Crafted items will stay in his inventory for the rest of the game, but the majority of them are rather expensive.
Custom 3 - Inventory
Air Skip: A very small double jump.
- No spin jump, but can still damage enemies.
- Cannot Spindash or roll.
- Can hang from and climb up ledges.
- The majority of Gizmo's abilities are unlocked by inventing them. Items are crafted using one or more of multiple collectables.
- Rings: Every invention costs some amount of rings to create.
- Scrap Metal: Dropped by destroyed badniks. Beats rummaging through junkyards!
- Power Cores: Rare badnik drops. Can also be obtained alongside Special Stage tokens.
- Weapon Patches: Obtained alongside shields. These are for the Hand Cannon only.
Inventions
Gizmo has to create his arsenal along the way. Crafted items will stay in his inventory for the rest of the game, but the majority of them are rather expensive.
Custom 3 - Inventory
Shows a list of all Gizmo's items. Many of them will be grayed out, and selecting them will allow you to create the items as long as you have the materials. You can equip multiple items to Spin, Custom 1 and Custom 2. The Hand Cannon is the only exception, as it is used with Ring Toss and is always equipped.
- Giz-Tech Goggles - A default item on Spin. Gizmo slips on the goggles on his head. With them, he can see in the dark, and detect hidden items nearby.
- Hand Cannon- Gizmo's main weapon is at his side by default. Pressing Ring Toss will fire a wide-ranged, short distanced burst in exchange for a single ring. It lacks in reach but can destroy cracked walls. This is the default shot. By picking up shields, Gizmo will also obtain unique weapon patches a la match mode weapons.
- Attraction Shield/Lightning Shield -> Lightning Cannon
- Lightning Cannon fires a powerful bolt directly forward like a railgun. It tears through all enemies in a line.
- Force Shield -> Plasma Cannon
- Plasma Cannon fires a large ball of plasma that explodes multiple times on contact with anything. The rapid explosions last for a couple seconds before dying out, thus able to damage any enemies that come into contact with it like a trap. It can also potentially get a second hit in on bosses.
- Armageddon Shield/Flame Shield/Fire Flower -> Flame Cannon
- Flame Cannon fires a spread of three fireballs horizontally while on the ground, but five in a vertical spread while airborne. Airborne shots are more costly, naturally.
- Whirlwind Shield -> Cyclone Cannon
- Cyclone Cannon fires short ranged whirlwinds that suck enemies in to damage them. The whirlwinds last a couple seconds before disappearing, and can be used for huge boosts like Arid Canyon whirlwinds.
- Elemental Shield/Bubble Shield -> Hydro Cannon
- Hydro Cannon is the odd one out as it doesn't use rings, but rather its own meter that recharges over time. It does not damage enemies but can push them back. When used in the air, you fire directly downwards to slowly ascend for a short amount of time. The Hydro Cannon charges faster and does not run out while being used in water.
- Attraction Shield/Lightning Shield -> Lightning Cannon
- Grapple Gun - A hookshot by any other name will still latch onto walls and pull you towards them. If the wall can be climbed by Knuckles, this grapple will yank you towards it and give you a nice upward boost. Cannot be used in mid-air. The grapple gun fires wherever you're currently facing; first person mode would be the most effective way to use it.
- Item-G - Places a floating platform in front of you with Custom 2 (or Toss Flag?) for 15 rings. The platform will raise slowly after a couple seconds. Can be used while standing or jumping, and you can place as many as you want as long as you can afford them. Build a floating stairway to success! (Gizmo can hang onto and climb up these.)
- Moon Boots - pressing the assigned key toggles this item. When equipped, movement becomes slowed and jumping becomes nigh impossible, but you can freely walk up walls and ceilings for a limited time. Timer depletes only when you're off the ground.
- Plasma Grip - Fire a beam forward that grabs objects, enemies and even players from a long distance and draws them close. You can't move while holding something, but you can place or throw objects in your grip. Enemies are destroyed when thrown, but not when placed.
- Hyper Ring Tunnel - Create a large ring in the air in front of you. Jumping through it will launch you forward with an upward arc. You can place up to three at a time, each can be angled slightly to adjust your trajectory.
- Pogo mech - Summons a weird springy robot that you can ride on. As soon as you mount it, you begin bouncing around. It functions like Fang’s tail, but you can hop off mid jump. When you dismount, it will fall to the ground and explode, destroying enemies. If another player attempts to use it, it will function like a yellow spring. Gone after one use, but you can carry up to 5.
- Emergency Rescue Copter (ERC) - These helicopter blades attached to a handle activate when you fall into a pit, automatically catching you and flying you up like Tails. You can jump off and it will fly away, but if you let it run out of juice it will explode and drop you. Gone after one use. When crafted, it automatically drops as a pickup anyone can use. 1 per person.
A little girl with a mysterious crystal ornament strapped around her tail. The jewel is the source of an incredible power, which she uses to protect those dear to her. The two chao that never leave her side, Krysi and Light, are nothing short of younger siblings to her.
Brand new character.
Double Jump: Levitation. Rise straight up into the air; cannot move until you let go of jump or run out of energy. Floats slowly to the ground when you stop levitating.
Spin (On ground): Crouch. Moving while crouching allows you to crawl, letting you fit under gaps that would normally require the spindash.
Crouch + Jump: Cure. Spend some rings to cure any allies near you. When your chao are downed, they will be revived. Meant to also be compatible with health mods, restoring the health of other players. It will give them the same amount of rings you spent. Hold down jump to charge it up for longer range and potency. Bigger charges require more rings.
Jump + Spin: Barrier. Lock yourself in place and surround yourself in a barrier that can reflect projectiles. Be warned though, the barrier itself can only take so many hits before you have to recharge it. If you shield more than you can handle, you'll not only take damage but you'll be stunned for a while!
Custom 2: Chao Assist. Orders your two chao to stand in place and wait for you. You can then use them to fly as you would in Sonic&Tails mode, by walking to them and jumping. They give very very little vertical height but they can get you pretty far horizontally.
Super Transformation: Radiant Crystal
Radiant Crystal always has a barrier active, rendering her invulnerable and able to reflect projectiles passively. Her two chao also gain barriers and invulnerability, meaning they will never actually need to be cured. Levitate becomes full on flight, although it is rather slow she has full air control.
Cure becomes Revitalize. Revitalize is a full heal plus a Crystal Barrier to other players in a much wider range, and requires no charge time. It has a bit of a cooldown, however, and still costs rings.
Flight + Spin: Shard Bullets. The only offensive ability she herself has. She can fire crystal shards from her hands to attack enemies. They are small and thin but move rather quickly.
Chao Assist becomes Mana Magnet: Pull rings and enemies towards you like a magnet for a brief second. Has a cooldown.
Spin (On ground): Crouch. Moving while crouching allows you to crawl, letting you fit under gaps that would normally require the spindash.
Crouch + Jump: Cure. Spend some rings to cure any allies near you. When your chao are downed, they will be revived. Meant to also be compatible with health mods, restoring the health of other players. It will give them the same amount of rings you spent. Hold down jump to charge it up for longer range and potency. Bigger charges require more rings.
Jump + Spin: Barrier. Lock yourself in place and surround yourself in a barrier that can reflect projectiles. Be warned though, the barrier itself can only take so many hits before you have to recharge it. If you shield more than you can handle, you'll not only take damage but you'll be stunned for a while!
- You can levitate out of a barrier as well.
- While your barrier is up, your two chao will work together to seek out nearby enemies and attack. The chao can take damage however, and if they take too much they won't be able to fight or assist you until you cure them. (They'll return to you and wait)
Custom 2: Chao Assist. Orders your two chao to stand in place and wait for you. You can then use them to fly as you would in Sonic&Tails mode, by walking to them and jumping. They give very very little vertical height but they can get you pretty far horizontally.
Super Transformation: Radiant Crystal
Radiant Crystal always has a barrier active, rendering her invulnerable and able to reflect projectiles passively. Her two chao also gain barriers and invulnerability, meaning they will never actually need to be cured. Levitate becomes full on flight, although it is rather slow she has full air control.
Cure becomes Revitalize. Revitalize is a full heal plus a Crystal Barrier to other players in a much wider range, and requires no charge time. It has a bit of a cooldown, however, and still costs rings.
- Crystal Barrier: Much like a force shield, it takes two hits to destroy. It reflects projectiles, and the shield ability is a slow descent.
Flight + Spin: Shard Bullets. The only offensive ability she herself has. She can fire crystal shards from her hands to attack enemies. They are small and thin but move rather quickly.
Chao Assist becomes Mana Magnet: Pull rings and enemies towards you like a magnet for a brief second. Has a cooldown.
A young man with a rather peculiar appearance, Splice is a very laid back guy who just loves to have fun. He is gifted with both pyro and cryokinesis, and dual wields daggers for close quarters combat.
Rumor has it that he's very adept in the kitchen.
Brand new character.
Next/Prev Weapon: Changes between Fire and Ice. This will affect all the following abilities!
Note that you have a meter for all Fire and Ice abilities. If you don't have enough SP (Special/Skill Points) you won't be able to use these special abilities.
Double Jump:
Note that you have a meter for all Fire and Ice abilities. If you don't have enough SP (Special/Skill Points) you won't be able to use these special abilities.
Double Jump:
- Fire: Hover Jets. By shooting flames downward, you gently float downward (much like Gamma's hover). Flames can damage enemies.
- Ice: Freezing Slam. Plunge down and slam the ground, summoning three pillars of ice to rise from the ground around you. With each one taller than the next, you can climb these with ease to reach new heights. The pillars damage enemies while rising, and break after a few moments.
- Fire: Flash Step. Zooms forward, damaging any enemy in his path. Will stop after a certain distance but a well timed jump will allow you to keep this momentum and speed off. (If performed while already running, he'll keep going.)
- Aerial Fire: Dynamite Dagger. Throws both knives down to the ground, causing two small explosions which throw the knives back to you. The knives themselves can also damage enemies.
- Ice: Frost Blade. Spawns a large icicle in front of you, and then shatters it with a slash. It fires a spread shot of ice shards. (If performed while running, it just skips straight to the spread shot)
- Aerial Ice: Freeze Whirlwind. Thoks forward with a spin attack that tears through enemies, rather than bouncing off.
- Fireball: Travels farther and faster than the iceball. Can be rapid fired.
- Iceball: Is a bit slower than fire, but freezes enemies defeated by it. You can stand on frozen enemies or knock them around into other enemies.
- Fire: Splice will perform the Rocket Boost. Covered in flames, he'll keep accelerating and damage any enemies ahead of him simply by ramming into them.
- Ice: Splice will begin ice skating. He doesn't gain any extra speed, but he can skate across water! The surface of the water will freeze as he skates along it.
A strong-willed young lady who seeks the strength to protect those important to her, not unlike her older brother Smash. With his training and guidance, she has grown to be a formidable ally and a force to be reckoned with. What she lacks in experience she makes up for with unyielding determination. Without High Tension, she finds her own way to forge a path forward.
Brand new character.
WIP
Shares some basic abilities with Smash, takes her own spin on things.
Shares some basic abilities with Smash, takes her own spin on things.
A hot-headed, ill-tempered, rambunctious kid with an infamous reputation of being the biggest airhead in town. A bit of an exaggeration, much like the name he often fails to live up to. Speedy is better known for his volatile fireballs than his agility. Though he's often disregarded as the underdog, he's actually very strong and can get the job done when it counts. Usually.
I adopted this character from my sibling after we stopped roleplaying together.
Brand new character.
WIP
Main gimmick: fire and explosions. Likes to punch. Likes to throw fireballs that explode by punching them out. Likes to make explosions with his punches. Explosions for mobility. Armageddon Shield probably makes him OP.
Main gimmick: fire and explosions. Likes to punch. Likes to throw fireballs that explode by punching them out. Likes to make explosions with his punches. Explosions for mobility. Armageddon Shield probably makes him OP.
A chao with strangely feline features, who is best known as Gizmo's companion and assistant. Kitty has shown to be highly intelligent, having played an integral part in the creation of many of Gizmo's inventions. He even has a few of his own, which gives him a fighting chance when flying solo.
He has an undying love for apples, and a freshly baked apple pie is an easy way to win him over.
Brand new character.
With his small body, he can fit through gaps without needing to spindash or crawl. However, he can't harm enemies by jumping; He will simply bounce off. He needs to attack to deal damage. Because of his size, he takes extra knockback upon damage.
A quiet and reserved girl whose shyness is often mistaken for cold, aloof dismissiveness. She never wastes words saying more than she needs to, and rarely speaks or smiles. Though she appears standoffish, she is extremely loyal to her friends and has been supporting the team since the very beginning. She is quite adept at handling medicine and administering first aid.
I adopted this character from my other sibling after we stopped roleplaying together.
Brand new character.
WIP
She uses a slingshot as a weapon.
She uses a slingshot as a weapon.
Wielder of the legendary Gemblade, and the guardian of the humble village of Tillia, Kyle Tyris is a noble swordsman and the descendant of a dragon-slaying hero. He is a formal speaking gentleman who appears too kindhearted--if not naive--for his own good. His sword uses the six elemental gems, which allows him to cast many spells for battle as well as travel.
Brand new character.
WIP
The six elements he can use are Fire, Ice, Lightning, Wind, Water, and Earth. Might add a progression system where each element is unlocked with a chaos emerald. The seventh emerald powers his base abilities exponentially in exchange for a super form.
The six elements he can use are Fire, Ice, Lightning, Wind, Water, and Earth. Might add a progression system where each element is unlocked with a chaos emerald. The seventh emerald powers his base abilities exponentially in exchange for a super form.
The appointed back-up guardian of Tillia. Keela is the twin sister of Kyle, yet the village's unfavorite child. While Kyle is hailed as a hero, Keela is shunned behind his back by the very people they are duty bound to protect. She's just about done trying to regain their trust and wants to focus on the things she loves: Archery and rock-climbing.
Brand new character.
WIP
As a skilled archer, she can attack from very far away. She has a few different types of arrows to help her on her journey, such as her rope arrows which create a zipline from one wall to another. She also has the ability to scale walls, and shimmy across ceilings. Cannot damage enemies by jumping.
As a skilled archer, she can attack from very far away. She has a few different types of arrows to help her on her journey, such as her rope arrows which create a zipline from one wall to another. She also has the ability to scale walls, and shimmy across ceilings. Cannot damage enemies by jumping.
Captain Thomas "Thunder" Star is the full name of the young explorer. Captain of the humble crew, the Storm Chasers, and their mighty ship, the Thunderbolt, Thunder sails across the world in search of adventure. With his aerokinesis and trusty grappling hook, there are few places he cannot reach. He is a powerful, yet handicapped electrokinetic: He can fire intense bolts of lightning if only he could get a charge from an outside source...but with his staff, he can store that energy for later!
Thunder travels the zones with his crew. Whether it's fighting off waves of badniks or forging their own path to the exit, it's all for one and one for all!
Brand new character.
WIP. Moveset pending
Thunder can summon his crewmates to help him on his quest. Each one has a different ability, and also has a cooldown before they can be resummoned.
Lightning the Hedgehog: The cocky, excitable twin who loves treasure. He has the power to launch himself with the speed and force of a bolt of lightning, after charging in place for a while. When summoned, he waits for Thunder to come to him, with an ↑ above his head to indicate a jump assist. Jumping with him will have the twins spin in place together, before bolting forward a great distance. The destructive force of the Twin Bolt can destroy walls and tear through enemies.
Lightning has a crippling fear of ghosts. If he sees one, he will cower in fear until they are gone.
Electric the Hedgehog: The elder brother who looks after the group. His electrokinesis is so powerful it can potentially harm himself. When summoned, he immediately readies a massive discharge to attack enemies in a wide radius. The attack has no effect on airborne enemies; only grounded foes will be hurt.
This takes a lot out of him, so he has the longest cooldown out of everyone.
Zap the Hedgehog: The youngest sibling, by a good few years. His powers are the weakest, however he has found ways to make the most of it. When summoned, Zap will charge for a moment, before "zapping" Thunder. In addition to giving Thunder a charge, he is also granted with one of three different types of shields. There's a 50% chance of obtaining an Attraction shield, 30% chance of a Lightning shield, and 20% chance of a new Magno Shield.
Magno Shield: Like the others, it attracts rings. It also reflects projectiles. Its shield ability pulls enemies towards you, even yanking them off the ground.
Estrella the Hedgehog: The fifth member who joined some years after the Star Brothers began sailing. She has no powers, but she is more than willing to earn her keep! (And quality time with Thunder.) When summoned, she follows along like an AI controlled player 2, able to jump and damage badniks. Her special ability is scouting out items and secrets: When there's something of interest nearby, she will point to it when standing still.
Estrella cannot take too many hits, and will leave if she does. Her re-summon cooldown is almost as long as Electric's. However, she can be de-summoned before that happens, which makes her cooldown significantly shorter.
Thunder can summon his crewmates to help him on his quest. Each one has a different ability, and also has a cooldown before they can be resummoned.
Lightning the Hedgehog: The cocky, excitable twin who loves treasure. He has the power to launch himself with the speed and force of a bolt of lightning, after charging in place for a while. When summoned, he waits for Thunder to come to him, with an ↑ above his head to indicate a jump assist. Jumping with him will have the twins spin in place together, before bolting forward a great distance. The destructive force of the Twin Bolt can destroy walls and tear through enemies.
Lightning has a crippling fear of ghosts. If he sees one, he will cower in fear until they are gone.
Electric the Hedgehog: The elder brother who looks after the group. His electrokinesis is so powerful it can potentially harm himself. When summoned, he immediately readies a massive discharge to attack enemies in a wide radius. The attack has no effect on airborne enemies; only grounded foes will be hurt.
This takes a lot out of him, so he has the longest cooldown out of everyone.
Zap the Hedgehog: The youngest sibling, by a good few years. His powers are the weakest, however he has found ways to make the most of it. When summoned, Zap will charge for a moment, before "zapping" Thunder. In addition to giving Thunder a charge, he is also granted with one of three different types of shields. There's a 50% chance of obtaining an Attraction shield, 30% chance of a Lightning shield, and 20% chance of a new Magno Shield.
Magno Shield: Like the others, it attracts rings. It also reflects projectiles. Its shield ability pulls enemies towards you, even yanking them off the ground.
Estrella the Hedgehog: The fifth member who joined some years after the Star Brothers began sailing. She has no powers, but she is more than willing to earn her keep! (And quality time with Thunder.) When summoned, she follows along like an AI controlled player 2, able to jump and damage badniks. Her special ability is scouting out items and secrets: When there's something of interest nearby, she will point to it when standing still.
Estrella cannot take too many hits, and will leave if she does. Her re-summon cooldown is almost as long as Electric's. However, she can be de-summoned before that happens, which makes her cooldown significantly shorter.
All artwork was drawn by Flame-Eliwood. He's a pretty rad dude.
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