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Thunderbird

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Apr 27th, 2016
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  1. Thunderbird
  2.  
  3. Attempted self-analysis:
  4.  
  5. Thunderbird is a fearsome beast to behold, both to spectators and to opponents. It has strong aerial control, answers to several different situations, and a large wingspan it can and will take advantage of to shock nearby opponents. Though a heavyweight, it strikes quickly, and has the aerial frame advantage to keep its opponents from juggling it.
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  7. Thunderbird is, by its very nature, an aerial fighter. Though it has decently fast attacks on the ground, it doesn't have the frame advantage there. Rather, Thunderbird should take to the air, where it gains access to a powerful projectile, a juggling move, and a high-risk, high-reward finisher. If it can't get the opponent to come with it, that's okay, since Thunderbird can threaten shields with a good divebomb, outprioritize grabs with a frame-2 neutral air, punish retreats with forward or back air, and deter counterattacks with spam filter.
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  9. Thunderbird has no problem near the ledge, either. It has just one recovery move, torrent, but its two midair jumps contribute greatly to its recovery, and mail catch nullifies some edgeguarding projectiles. If both the opponent and Thunderbird are off the ledge, Thunderbird can stress its aerial prowess, and can pull off most of the same feats it can above a platform, with torrent and down air both strong edgeguarding moves.
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  11. Thunderbird may be legendary, but naturally, it has weaknesses. Its rolls, spotdodge, and airdodge have far fewer invulnerability frames than normal, and it has few defenses to non-absorbable projectiles, not being able to hit them down like many other aerial attackers can. Torrent is its main early finisher move, but it leaves Thunderbird vulnerable, works only at specific percents, and is difficult to confirm into. Its vertical recovery may be strong, but Thunderbird's fast falling means it struggles to recover horizontally. It takes the intelligence of the thunderbirds of native american legend, but with on-point mind-games, Thunderbird can rise above its weaknesses and take its top place.
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  13. Large frame
  14. Medium-high weight
  15. High fall acceleration
  16. Medium-high maximum speed
  17. Medium-high friction
  18. High air control
  19. 2 midair jumps
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  21. Walk: Medium-low speed.
  22. Dash: Medium-low speed. 44 frames of turnaround.
  23. Roll: Intangible frames 5-19, ends on frame 32. Medium distance.
  24. Spotdodge: Intangible frames 5-19, ends on frame 30.
  25. Airdodge: Intangible frames 4-28, ends on frame 40.
  26. Jump: Medium-high. Active frame 8.
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  28. Thunderbird has a passive ability: JIT. When a move is used, it is put in a length 20 queue that resembles a staling queue. However, it does not have a staling effect. Rather, the startup lag of each active hit of the move decreases by 2% for each entry in the queue.
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  30. Jab: Creates a coronal discharge around Thunderbird. Transcendent. Somewhat disjointed. Active frame 1, ends frame 20, loops. 2 damage far, 3 damage near, no flinching.
  31. Ftilt: Thunder lunge. Active frame 4-7, ends frame 30. 3 damage, moderate diagonal knockback.
  32. Utilt: Peck upwards. Active frames 4-6, ends frame 33. 4 damage, moderate vertical knockback.
  33. Dtilt: Wing swipe. Long ranged. Active frame 7-10, ends frame 30. 4 damage, slight horizontal knockback.
  34. Dash: Thunderbird claws into the opponent while moving forwards. Active frame 6-7, 9-10, 12-13, ends frame 35. Each hit 3 damage, all moderately strong diagonal knockback, can KO at 210.
  35. Fsmash: Thunderbird takes a bite out of the opponent. Active frame 12-14, ends frame 44. 12(16) damage, 2* hitstun, strong horizontal knockback, can kill at 150.
  36. Usmash: Thunderbird bites upwards and shakes a piece of flesh out of the opponent. Active frames 10-15, 17-19, 22-24, 27-29, ends frame 48. First hit 2(3) damage, next three hits 3(4) damage, first hit slight meteor smash without knockback growth, second and third hit flinching with 2* hitstun, fourth hit strong horizontal knockback, can KO at 160.
  37. Dsmash: Electrifies wings and spins them around both sides at the opponent repeatedly. Transcendent. Active frames 9-10, 12-13, 15-16, 18-19, ends frame 45. Each hit 3(4) damage, first three hits slight horizontal knockback, last hit moderate horizontal knockback, can KO at 170.
  38. Nair: Electrifies self, shocking any contacting opponent. Long-ranged, not disjointed, transcendent. Active frame 2, 7, 12, 17, 22, ends frame 30, land 10 frames. Each hit 1 damage, all hits autolink.
  39. Fair: Electric blast forwards. Medium-range transcendent reflectable, absorbable projectile, directable. Active frame 20, ends frame 35, continues after land. 5 damage, strong horizontal knockback, can KO at 180.
  40. Bair: Electric blast backwards. Medium-range transcendent reflectable, absorbable projectile, directable. Active frame 20, ends frame 35, continues after land. 5 damage, moderate horizontal knockback, can KO at 180.
  41. Uair: Tail flick upwards. Short range, transcendent, with a medium transcendent electric disjoint above. Active frame 6-12, 12-16, 16-20, ends frame 36, land 12 frames. 3 damage each hit, moderate vertical knockback with good knockback growth, can KO at 190 from short hop.
  42. Dair: Divebomb. Transcendent. Active frame 6-20, ends frame 36, land 14 frames. 7 damage, 21 shield damage, very strong meteor smash.
  43. Grab: Thunderbird grips with its beak. Active frame 6-8, ends frame 30.
  44. Pummel: Talon swipes. Active frames 5, 20, 35, ends frame 45. 1 damage each hit.
  45. Fthrow: Tosses opponent forwards. Active frame 10, ends frame 30. 4 damage, strong diagonal knockback, can KO at 210.
  46. Bthrow: Spins around, releasing the opponent at the back and hitting with the tail. Active frame 15, ends frame 36. 5 damage, strong horizontal knockback, can KO at 230.
  47. Uthrow: Shocks the opponent, then flicks with the tail to launch them. Active frame 4, 11, 18, 25, 28, ends frame 60. First 4 hits 1 damage, last hit 2 damage, moderate vertical knockback.
  48. Dthrow: Throws the opponent into the ground. Active frame 20, ends frame 43. 4 damage, moderate diagonal spike.
  49. Ffloor: Shoots electricity on both sides while getting up. Transcendent, slightly disjointed. Active frames 2, 6, 10, 14, ends frame 33. 1 damage each hit, all four hits slight horizontal knockback.
  50. Bfloor: Similar to Ffloor.
  51. Tfloor: Similar to Ffloor.
  52. Edge: Swipes a talon while getting up. Active frames 4, ends frame 24. 4 damage, moderate horizontal knockback.
  53. Nspecial: Spam filter. Thunderbird enters a counter position, during which it is invulnerable to moves up to 15 damage, and holds it until hit by a move that does more than 15 damage (which it will take damage and knockback from, and will interrupt the move) or the counter phase ends. If not interrupted, Thunderbird will then shoot a homing, long-ranged, super-fast shock for each hit it experienced during the counter phase. Active frames 6-30 counter, frames 30+5n for each value of n from 1 to the number of hits reaction, ends frame 45+5k, where k is the number of hits. Each hit 7 damage, 14 shield damage, 2* hitstun, moderately strong horizontal knockback.
  54. Fspecial: Stun blast. Thunderbird shoots a paralyzing bolt of electricity. Can be charged for range up to 2 seconds. Short-ranged (Long-ranged) transcendent medium-speed projectile. Active frame 30, ends frame 43. 10 damage, very slight horizontal knockback, paralizes.
  55. Uspecial: Torrent. Thunderbird ascends a high distance, shooting multiple moderately strong medium-ranged windbox blasts behind it, which last for a short time before dissipating, and hitting any unfortunate opponents upwards with it. Causes helplessness if it finishes in the air. All hitboxes are transcendent. Active frames 20-80 ascension, 15, 35, 55, 75 windboxes, ends frame 100. Each contact hit 4 damage, moderate vertical knockback.
  56. Dspecial: Mail catch. Thunderbird catches all absorbable projectiles within a medium-short range, and each 1 damage from a projectile is translated to a "joker move" in the JIT queue, which speeds up the startup lag of all moves by 2%. Active starting frame 10-infinity, cancellable at any time.
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  58. Up taunt: Lets out a sharp cry.
  59. Down taunt: Rapidly flaps its wings, wringing water out of them.
  60. Side taunt: Preens its feathers.
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