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- Hexley
- Attempted self-analysis:
- Hexley is a semi-clone of Beastie, but because of his much weaker fork ability, inverted tippers, and shorter range, plays as a rushdown character rather than a zoner. Hexley shares Beastie's disjoints and knockout power, but that's where the similarities end. In accordance with Hexley's archetype, Hexley has slower walk speed, higher dash speed, and lower knockback on certain tilts and aerials to make them easier to combo with.
- Hexley has some of the strongest damage output of the cast. His trident has high damage output all through its length, so Hexley is comfortable battling enemies at any distance. Hexley has the same powerful KO moves as Beastie, but doesn't need to maintain a copy of himself to get to the critical percents. His bread and butter combos are plenty enough to rack up damage. His air control is strong, allowing him to sustain air combos very well, and has the aerial damage to take advantage of it.
- Hexley has mostly the same specials as Beastie, but uses them very differently. He trades Beastie's sheild breaking move for a move that will send him forward and leave the opponent open for follow-ups if it connects. His fork ability no longer spawns fighting copies, instead serving as an escape move. Secure shell blast doesn't travel as far, but is much more viable as a damage-dealing move. And Hexley's wall is a gate, and pushes opponents away instead of dealing damage, making it useful for edgeguarding.
- Hexley's damage output comes at a cost. He is rather frail, and his recovery can be spiked, unlike Beastie's. He has the same inferior grab as Beastie, but doesn't have the same puppet dynamics, and doesn't have the same shield pressure that other fighters with similar troubles have. If Hexley players are to succeed, they should play him aggressively, but not recklessly.
- Medium frame
- Medium-low weight
- Medium fall acceleration
- Medium-high maximum speed
- Medium friction
- High air control
- 1 midair jump
- Walk: Medium speed.
- Dash: Medium-high speed. 33 frames of turnaround.
- Roll: Intangible frames 3-22, ends on frame 38. Medium distance.
- Spotdodge: Intangible frames 2-23, ends on frame 30.
- Airdodge: Intangible frames 2-35, ends on frame 43.
- Jump: Medium. Active frame 5.
- Jab: Hexley swipes three times with his paws. Active frames 4-8, 14-18, 24-28, ends frame 15, 25, or 35. Each swipe 5 damage, first swipe low horizontal knockback, second swipe moderate horizontal knockback, third swipe high horizontal knockback.
- Ftilt: Trident thrust forwards, directable. Medium disjoint. Active frames 7-17 clean, 18-24 late, ends frame 37. 11 damage clean handle, 9 damage late handle, 6 damage tip, late and handle weak horizontal knockback, clean moderately strong horizontal knockback.
- Utilt: Trident thrust upwards. Medium disjoint. Active frames 6-14 clean, 15-22 late, ends frame 35. 11 damage clean handle, 9 damage late handle, 6 damage tip, medium vertical knockback.
- Dtilt: Hexley pokes his trident near the ground. Medium disjoint. Active frames 6-16 clean, 17-23 late, ends frame 34. 12 damage clean handle, 10 damage late handle, 7 damage tip, all weak vertical knockback.
- Dash: Hexley thrusts his trident slightly downwards and forwards. Medium disjoint. Active frames 14-26, ends frame 50. 12 damage handle, 8 damage tip, handle very strong horizontal knockback that can KO at 100, tip strong horizontal knockback that can KO at 140.
- Fsmash: Key strike. Medium disjoint. Active frames 17-25, ends frame 42. 14(18) damage, very strong meteor smash that can KO at 140.
- Usmash: Hexley channels electricity into his trident, and thrusts it upwards. Medium disjoint. Active frames 16-20, 22-26, 28-32, 34-38, ends frame 45. First three hits 2(3) damage, last hit 6(7) damage handle, 3(4) damage tip. First three hits weak downward knockback top, flinching with 3* hitstun handle, last hit very strong vertical knockback handle, can KO at 130, moderate vertical knockback top, can KO at 160.
- Dsmash: Key spin near the ground. Medium disjoint. Active frames 10-13 front, 17-20 back, ends frame 42. 11(15) damage, very strong semi-spike, can KO at 150.
- Nair: Hexley swipes all around. Active frames 5-12, 12-19, 19-26, ends frame 34, land 12 frames, autocancels from short hop. Each hit 3 damage, first two hits autolink, last hit moderate vertical knockback, can KO from a short hop at 170.
- Fair: Trident thrust forwards, directable. Medium disjoint. Active frames 7-15 clean, 16-26 late, ends frame 32, land 11 frames. 11 damage clean handle, 9 damage late handle, 6 damage tip, late weak horizontal knockback, clean moderately strong knockback.
- Bair: Swings a key around. Moderate disjoint. Active frames 10-25, ends frame 33, land 15 frames. 11 damage, strong semi-spike, can KO at 160.
- Uair: Trident thrust upwards. Medium disjoint. Active frames 6-15 clean, 16-18 late, ends frame 34, land 16 frames, autocancels from short hop. 11 damage clean handle, 9 damage late handle, 6 damage tip, fairly strong vertical knockback handle, medium vertical knockback tip.
- Dair: Trident thrust downwards. Medium disjoint. Active frames 8-14 clean, 15-16 late, ends frame 35, land 17 frames. 12 damage clean handle, 10 damage late handle, 7 damage tip, strong meteor smash handle, weak downwards knockback tip.
- Grab: Hexley bites. Active frames 7-10, ends frame 35.
- Pummel: Hexley stabs his opponent with the trident. Active frame 12, ends frame 30. 2 damage.
- Fthrow: Throws the opponent forward. Active frame 10, ends frame 40. 7 damage, high knockback, medium-low knockback growth.
- Bthrow: Flings the opponent backwards. Active frame 15, ends frame 30. 5 damage, medium-high knockback, good knockback growth.
- Uthrow: Thrusts upwards with the trident, bringing the opponent with it. Active each frame of 17-20, ends frame 35. 2 damage each hit, high vertical knockback with strong knockback growth, can KO at 150.
- Dthrow: Drives the trident into the opponent. Active frame 20, ends frame 42. 6 damage, modest diagonal knockback with good knockback growth.
- Ffloor: Swipes paws around while getting up. Active frames 9-16, ends frame 33. 9 damage, strong horizontal knockback.
- Bfloor: Whirls a key while getting up. Moderate disjoint. Active frames 12-20, ends frame 36. 10 damage, very strong semi-spike, can KO at 140.
- Tfloor: Same as Bfloor.
- Edge: Swipes while getting up multiple times. Active frames 8-10, 11-13, 14-16, ends frame 32. Each hit 5 damage, all strong horizontal knockback.
- Nspecial: Heel spur. Hexley charges forward and delivers poison via a foot spur, and goes farther the longer the move is charged up, up to 1/2 stage length after 3 seconds. Active frames 20-30(40), ends frame 45. Deals 17 damage, 34 shield damage, medium semi-spike, paralyzes.
- Fspecial: Fork. Hexley splits into two, left and right of where he originally was. Which one is the original is specified by the direction the control stick is pointed when this move is executed. The real Hexley then remains, while the fake dissolves, but has hitboxes while it exists. The copy acts just like Hexley, and replicates Hexley's moves, but deals no damage and disappears after 3 seconds. There can only be one copy in play at a time. Active frame 10, ends frame 30.
- Uspecial: Secure shell blast. Hexley enters a shell, and blasts off at medium-high speed into the direction the control stick is pointed. When the shell is no longer ascending or hits something, it breaks open, and Beastie can act. Medium armored up to 10 damage while active. Active frame 35. 10 damage on contact, autolink.
- Dspecial: Protective gate. Sets up a gate in front of Hexley that lasts for 6 seconds, reflects projectiles, and repels opponents. Only one gate can be in play at a time. Active frame 20, ends frame 70. 1.4* damage reflected projectiles, moderate horizontal contact windbox.
- Up taunt: Hexley takes his hood and wrings it out.
- Down taunt: Hexley taps the ground with the pointy end of his trident.
- Side taunt: Hexley bites into a juicy red apple.
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