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pichuJC

hawree muvlis v.2

Jul 4th, 2015
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  1. - Holly Rose
  2. Attack Types: Impact, Puncture
  3. Weaknesses: Poison (-1)
  4. Resistances: Earth (+1)
  5.  
  6. NOTES:
  7. Holly can air dash. She can also double jump, though the air dash will count as her second jump. She cannot air dash out of Graceful Leopard.
  8.  
  9. BASICS:
  10. □, □, □ – No Way to Treat a Lady
  11. Element: Impact
  12. Cost: None
  13. Valour: 2 per hit
  14. Priority: 0
  15. Type: Weapon
  16. Base Power: 15x3, Physical
  17. Holly swings her whip three times –from the left, from the right, and then from above, hitting straight ahead of her & knocking the opponent away from her. The third hit has further range than the initial two. When used in the air, Holly essentially does the same thing, although she suspends herself in the air during it & the last hit will knock down enemies instead.
  18.  
  19. While holding □, any direction – Harsh Whip
  20. Element: Impact
  21. Cost: None
  22. Valour: 3
  23. Priority: 0
  24. Type: Weapon
  25. Base Power: 10, Special
  26. Holly swings her whip in any of eight directions. The properties of the whip swing depend on the direction thrown; down/down-towards/down-backwards whips can OTG, towards/backwards whips will wall bounce if near a wall, and up/up-towards/up-backwards whips will knock down aerial enemies. These whips can be done out of any of Holly’s normals. Can be performed mid-air.
  27.  
  28. Towards+□ – A Little Foreplay
  29. Element: Impact
  30. Cost: None
  31. Valour: 3
  32. Priority: 0
  33. Type: Weapon
  34. Base Power: 30, Physical
  35. Holly dashes ahead, moving quickly enough that she actually becomes invisible for a second. She then appears about two character length’s away, and hits the opponent with a single punch. Holly is invincible during the dash, and is projectile immune on startup and during the actual punch. Juggles aerial foes.
  36.  
  37. When A Little Foreplay connects, mash □ – Quickening Pace
  38. Element: Impact
  39. Cost: 1%
  40. Valour: 0.5x?
  41. Priority: 0
  42. Type: Weapon
  43. Base Power: 3x?, Physical
  44. After hitting with the initial punch, Holly can perform this follow-up, where she begins rapidly punching at her opponent. This follow-up will last as long as Holly mashes, though both the opponent & Holly herself will be pushed apart, meaning it won’t hit forever. Is effective against guards. Juggles aerial foes. This move can be cancelled into any ground command normal, except Lashing Whip and A Little Foreplay, by holding a direction. Holding towards will instead get you the finisher, “And Then, Climax!”.
  45.  
  46. During Quickening Pace, hold Towards – And Then, Climax!
  47. Element: Poison
  48. Cost: 1%
  49. Valour: 9
  50. Priority: 0
  51. Type: Beam
  52. Base Power: 50, Special
  53. Holly stops her punching, and crouches as she thrusts her arms to each side. This creates a huge burst of Poison-aligned Spirit Energy, which is shaped like a rose, around her. May Stun enemies (level 1).
  54.  
  55. Backwards+□ – Heartstopper
  56. Element: Impact
  57. Cost: None
  58. Valour: 5
  59. Priority: +1
  60. Type: Weapon
  61. Base Power: 30, Special
  62. Holly thrusts forwards with her palm, knocking the opponent away with a burst of Spirit Energy resembling the petals of a rose. Wall bounces if done near a wall. By continuing to hold backwards, Holly will move forwards as she does this attack.
  63.  
  64. Up+□ – Rose Upper
  65. Element: Impact
  66. Cost: None
  67. Valour: 0.4x5
  68. Priority: +1
  69. Type: Weapon
  70. Base Power: 7/3x5, Physical
  71. Holly performs an uppercutting attack, holding her whip to extend the range of the move greatly. Holly will hit enemies multiple times, and should she connect, she’ll actually be free to attack in the air. The whip has further range, but deals less damage. Knocks down aerial enemies. Can be performed in the air.
  72.  
  73. Down+□ – Gorgeous Legs
  74. Element: Impact
  75. Cost: None
  76. Valour: 2
  77. Priority: 0
  78. Type: Weapon
  79. Base Power: 30x2, Physical
  80. Holly breakdances, spinning on her back & kicking all enemies around her. Causes knock down on hit. By holding Towards or Backwards during the attack, Holly will move slightly in that direction.
  81.  
  82. When in the air, Towards+□ – Spinning Rose
  83. Element: Impact (50%), Earth (50%)
  84. Cost: None
  85. Valour: 0.1x10
  86. Priority: 0
  87. Type: Weapon
  88. Base Power: 4x10
  89. Holly spins both her whip & a vine in front of her, hitting all around her in the process. Deals rapid damage, and destroys projectiles near her.
  90.  
  91. When in the air, Backwards+□ – Wondrous Rhythm
  92. Element: Impact
  93. Cost: None
  94. Valour: 1x4
  95. Priority: 0
  96. Type: Weapon
  97. Base Power: 20x3, Physical
  98. Holly rises slightly in the air as she performs a series of spinning kicks, hitting the opponent three times. Knocks down aerial foes.
  99.  
  100. When in the air, Down+□ – Thorn Dive
  101. Element: Earth
  102. Cost: None
  103. Valour: 3
  104. Priority: +1
  105. Type: Weapon
  106. Base Power: 25, Physical
  107. Holly divekicks her opponent as energy surrounds her resembling entwining thorny vines, knocking herself backwards from the impact. Holly can perform this attack again afterwards, hitting the opponent again, but knocking her further back as a result.
  108.  
  109. □+X – Party Starter
  110. Element: Earth
  111. Cost: None
  112. Valour: 2
  113. Priority: 0
  114. Type: Weapon
  115. Base Power: 10, Special
  116. Holly’s launcher. Holly summons a vaguely phallic stone spire from the earth, launching enemies and knocking down aerial foes. When used mid-air, Holly creates a small bouncer and swings it around her, knocking down all enemies back to the ground.
  117.  
  118. Towards or Backwards+∆+O – My Precious Pet
  119. Element: Puncture
  120. Cost: None
  121. Valour: 0.2x5
  122. Priority: 0
  123. Type: Throw
  124. Base Power: 2x5, Physical
  125. Holly’s throw. She grabs her opponent & throws them to the ground, walking over their back while laughing. Which way she throws them & then walks over them depends heavily on the direction she throws them. When used mid-air, Holly kicks her opponent five times, knocking them to the ground on the last kick; which direction she knocks them away depends on the direction she throws them.
  126.  
  127. While crouching, L1+□/∆ – Graceful Leopard
  128. Element: N/A
  129. Cost: None
  130. Valour: N/A
  131. Priority: -1
  132. Type: N/A
  133. Base Power: N/A
  134. A special command jump, in which Holly jumps in a tall arc upwards. During the whole of this jump, Holly can perform any of her aerial normals & specials whenever she wants. Depending on the direction held, she will do this either towards or away from her opponent. Can be used out of any grounded special.
  135.  
  136. SPECIALS:
  137. ∆ – Blossoming Love
  138. Element: Poison
  139. Cost: 3%
  140. Valour: 1
  141. Priority: 0
  142. Type: Regular
  143. Base Power: 25, Special
  144. Making a motion of blowing a kiss, Holly fires a glowing pink heart at her opponent, which travels straight ahead, gaining speed as it goes forwards. The direction can be influenced afterwards by holding upwards or downwards, though she loses control the further away from her the projectile gets. When it hits her opponent, the attack deals Poison-aligned damage, and can rarely inflict the Charm curse, allowing her to drain the opponent’s Valour. Can be performed mid-air.
  145.  
  146. L1+Any direction – Rose Whip
  147. Element: Earth
  148. Cost: 3%
  149. Valour: 3
  150. Priority: 0
  151. Type: Command Grab
  152. Base Power: 10, Special
  153. Holly thrusts ahead with her whip, in an attempt to grab her opponent. If she connects, she pulls the opponent back towards her, allowing her to follow up with another attack. Depending on whether it is the upper directions (up-towards, up, and up-downwards), or other options (every other direction), the attack will either connect with aerial foes & miss grounded foes, or hit grounded foes & miss aerial foes. Can be used mid-air.
  154.  
  155. Towards+∆ – Every Rose...
  156. Element: Earth (50%), Puncture (50%)
  157. Cost: 3%
  158. Valour: 1x6
  159. Priority: +1
  160. Type: Weapon
  161. Base Power: 10x6, Combined
  162. With vines covering her whip to stiffen it, Holly rushes ahead, rapidly thrusting in front of her. Hits enemies multiple times, juggling them & neutralizing projectiles of the same or less priority. Deals Earth-aligned damage, and rarely inflicts Drain status (level 1), dealing damage over time & healing Holly in the process. Can be followed up with either the wall or ground variation of “... Has its Thorn”.
  163.  
  164. At the end of Every Rose..., ∆ – ... Has its Thorn (wall)
  165. Element: Earth
  166. Cost: 1%
  167. Valour: 2
  168. Priority: 0
  169. Type: Weapon
  170. Base Power: 30, Special
  171. Holly finishes off by thrusting ahead of her with a thorny vine, knocking enemies back & wall bouncing them in the process. Deals Earth-aligned damage.
  172.  
  173. At the end of Every Rose..., □ – ... Has its Thorn (ground)
  174. Element: Earth
  175. Cost: 1%
  176. Valour: 2
  177. Priority: 0
  178. Type: Weapon
  179. Base Power: 30, Special
  180. Holly finishes off by slamming downwards with a thorny vine, ground bouncing enemies in the process. Deals Earth-aligned damage.
  181.  
  182. While running or when in the air, Towards+∆ – Thick Trunk
  183. Element: Earth
  184. Cost: 2%
  185. Valour: 2
  186. Priority: 0
  187. Type: Regular
  188. Base Power: 40, Special
  189. Holly slides low to the ground, before raising her hand up after a small distance, summoning a large flower that launches enemies. Deals Earth-aligned damage, and can OTG. Knocks down aerial foes. When performed mid-air, Holly tosses a random flower upwards for the launching effect.
  190.  
  191. Backwards+∆ – Making an Entrance
  192. Element: Impact
  193. Cost: 2%
  194. Valour: 3
  195. Priority: 0
  196. Type: Weapon
  197. Base Power: 30, Physical
  198. Grabbing a vine that drops from the ceiling, Holly swings across half the screen, knocking down aerial foes. Can be used mid-air. Hitting an enemy knocks Holly back slightly, leaving her in the air. Can be performed mid-air.
  199.  
  200. Up+∆ – Guest of Honour
  201. Element: Impact
  202. Cost: 3%
  203. Valour: 1x6+3
  204. Priority: 0
  205. Type: Weapon
  206. Base Power: 10x6 then 30, Physical
  207. Summoning a vine to fall directly above her, Holly spins as she rides it into the ceiling, carrying nearby enemies with her. She then falls down with a log of some kind under her foot, crushing enemies she carried with her underneath. The second portion of the move is air unblockable, and knocks enemies down afterwards. Can be performed mid-air.
  208.  
  209. Down+∆ – Thorn Bush
  210. Element: Earth
  211. Cost: 3%
  212. Valour: 1x5
  213. Priority: 0
  214. Type: Regular
  215. Base Power: 10x5, Special
  216. Holly seems to slip her whip into the ground, causing a small flurry of Earth-aligned vines to rise underneath the nearest enemy. Can OTG enemies, and is air unblockable. May inflict Drain status (level 1).
  217.  
  218. Down+∆ – Excite the Senses
  219. Element: Poison
  220. Cost: 5%
  221. Valour: 3
  222. Priority: 0
  223. Type: Command Grab
  224. Base Power: 30, Special
  225. An unusual command grab, in which Holly grabs her opponent off the ground when they’re knocked down. When she does so, she pulls them in for a kiss on the lips, and then pushes them away, staggering them. The kiss deals Poison-aligned damage, grants Regen status (level 1) to Holly, and inflicts the Charm curse. When used on an enemy that already has the Charm curse, Holly will not reinflict the status, but the Base Power of this attack will double.
  226.  
  227. SUPERS:
  228. □+∆ – Thorny Storm (level 1)
  229. Element: Poison
  230. Cost: 100 Valour
  231. Valour: N/A
  232. Priority: 0
  233. Type: Beam
  234. Base Power: 15x7 then 40, Special
  235. Holly thrusts her palm straight forwards, releasing a normal-looking vine straight ahead. The vine hits multiple times, and then knocks enemies away by suddenly growing very long & powerful spikes. The vine extends about two thirds of the screen. When used mid-air, Holly throws the attack diagonally downwards, and the attack becomes capable of OTGing enemies. Inflicts Drain status (level 1).
  236.  
  237. Up+□+∆ – Dirty Dance (level 2)
  238. Element: Impact
  239. Cost: 200 Valour
  240. Valour: N/A
  241. Priority: +1
  242. Type: Weapon
  243. Base Power: 10 (Special), followed by 35x10 then 50x2, Physical
  244. Holly creates a rose as if out of thin air, and throws it in an arc across the screen. The rose travels across the stage in slow motion, and during this time, Holly is vulnerable. However, should the rose connect with an enemy, Holly will dash behind the opponent, grabbing the rose before unleashing a flurry of powerful punches & kicks, followed up by two uppercutting attacks with her whip, before she blows a kiss towards the knocked down opponent. Stuns opponents afterwards. The rose is unblockable if the opponent is inflicted with the Charm status.
  245.  
  246. Backwards+□+∆ – Blissful Heaven (level 3)
  247. Element: Earth
  248. Cost: 300 Valour
  249. Valour: N/A
  250. Priority: +2
  251. Type: Beam
  252. Base Power: 10x4 [1], 20 [2], 30 [3], 5x19 [4], 25x10 [5] (all Special)
  253. Holly begins to elegantly spin in place, causing four huge thorny vines to rise around her. These vines go all the way up to the ceiling, and will pull in enemies as she spins [1]. Enemies caught in this attack will be sent into the sky, where they are caught in a large red rose, which closes around them [2]. Holly appears behind the dumbfounded foe, grabbing them and catching them off-guard with a kiss, before shoving them onto what appears to be a common bed [3]. Holly then slowly steps up to the bed, and when she gets close, pulls out her whip & strikes the opponent many, many times [4]. When she pulls her arm back for the final blow, she smirks, and instead jumps back, snapping her fingers when she lands. This causes the screen to be filled with vines, all of which connect with the opponent [5]. Afterwards, they all disappear, and for a moment Holly can be seen sitting on the now-knocked down enemy, yawning and commenting about their inability to please her before getting up. Deals heavy Earth-aligned damage. Can be performed mid-air. If the opponent has the Charm status when hit with this move, not only will this super be unblockable for the afflicted character, Holly will have Growth status (level 3) at the end of the super.
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