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- Sasha Nette the Eternal Tourist (Real name: Jodie Reynolds)
- "Sasha may have entered the Grand Prix for the free travel plan, but she's serious about taking home the champion's belt! She controls her ARMS with her self-named "Fashion Zombies" ability, limited telekinesis theorized to be the result of the ARMS Gene on the folds of her brain. This mind-bending power is sure to give her an edge!" -Biff
- Basic Information
- Height: 5'0" (152.4cm) (With 2" platform shoes)
- Weight: 114 lb
- Age: 26
- Affiliation: Paradis Transit
- Stage: Reine Anne
- Hobbies: Geology, Horror Movies, Sightseeing
- Official Stats
- Size: 1 (slightly smaller than Min-Min)
- Arm Girth: 3 (1 when secondary ability drawback is in effect/for Set ARM)
- Speed: 4
- Jumping: 4
- Fashion Sense: 2
- Wanderlust: 5
- Statistics
- Grab Damage: 180
- Walking Speed: 115%
- Dash Distance: 110%
- Charge Dash Distance: 105%
- Max Charge Time: 1.5 seconds
- Offical Bio
- "Real name Jodie Reynolds, Sasha Nette entered the Grand Prix as part of a sponsorship deal with Paradis Transit for free travel to continue globetrotting. It seems she travels with more than one type of baggage, however; her hostility towards the ARMS Laboratories Inc representatives is proof..."
- Extended Bio
- A self-proclaimed wanderer and eternal tourist, Jodie Reynolds entered the Grand Prix as a means to secure free travel to exotic locations, but she is no less serious about taking home the champion's belt than any other contender. Her usage of ARMS is accomplished by manipulating fabric with a heretofore unseen ability she refers to as "Fashion Zombies", after the way animated bits of cloth under her control can drag themselves across the ground like zombified body parts in horror films.
- This ability seems psychic in nature, though much about it or its odd limitation of only working on cloth and thread are unknown. Ms. Reynolds has so far declined to undergo examination for the ARMS Gene, but the working theory is that it has had a small effect on the folds of her brain, resulting in limited telekinesis. She has made no comment on this theory, and prefers to change the subject when the topic is approached. Despite her wanderlust, she's notably kept her distance from the branch offices and facilities of ARMS Labs, and has been seen to be uncomfortable within their proximity.
- Jodie's background in and of itself is rather nondescript, aside from a PhD in Geology and a short career of using it to secure research grants for additional travel (with some passable work in the field that otherwise isn't very notable). She regularly returns to her hometown in the French countryside between swaths of travel, resting for a few weeks at a time before continuing on her way.
- [Integrating Jodie into the lore would be relatively easy. She was briefly cooperating with ARMS Labs for a short time as a volunteer test subject due to the odd manifestation of her ARMS Gene, and Dr. Coyle in particular took an interest. When Dr. Coyle became too demanding and controlling, at times attempting to detain her, Jodie made a hasty exit. Her entry into the Grand Prix is as much a chance to dig into the ARMS Labs while also remaining in the public eye in the hopes of ensuring there are too many witnesses at any time for something shady.
- The research into her telekinesis and manipulation, in part, was used as a basis for Hedlock's ability to control those it attaches itself to.]
- Primary Ability: Fashion Zombies
- Jodie's ability allows her to animate and manipulate fabrics of most types. In battle, she can 'Set' her scarf (and a mass of intertwined thread) on the field by attempting to charge again when she already has a full charge, lobbing it in an arc about 3/4ths her attack's normal range that clears any obstacles between. It is immobile where it lay, and Jodie must repeat the process to place it in a new spot (coiling tight and springing to the new spot).
- The scarf is affected by moving terrain, and if pushed out of bounds or otherwise moved too far from where Jodie attempts to place it, it vanishes; a new scarf slides up Jodie's jacket collar and settles around her neck, waiting to be Set. It isn't otherwise affected by terrain like characters are; the springboards of Spring Stadium, for example, don't launch it into the air.
- The scarf is no mere pile of fabric. It comes to life and lashes out against opponents who wander too close! It sits like a snake, both 'heads' being miniature versions of Jodie's equipped ARMS. It has similar AI to Barq, but in exchange for its lack of mobility and inability to block a hit for Jodie, it is far more aggressive on foes within its sights and carries two weapons to do its duty with. The scarf itself cannot be destroyed, damaged, or stunned. Its ability to use any ARMS gives it more direct tactical applications and utility than its easy comparison point in Barq, but requires more micromanagement to make the most of.
- Furthermore, the ARMS used by Jodie's scarf are significantly weaker than the norm. Its weight is similarly reduced; when used by the scarf, even the heaviest ARMS will be knocked aside with minimal effort. Girth is likewise reduced- though much to Jodie's advantage, slipping between or around attacks with greater ease. It is far better as a 'gotcha' tool than something that piles on the damage.
- In that vein, Jodie makes better use of ARMS with secondary effects or uses beyond their base damage and weight; Misanga's posion ARMS are one way to make them contribute to damage, while Helix's Blorb ARM and its screen obscuring effect blind foes to her attacks at the worst times. Beam and Umbrella ARMS of all flavors pursue opponents over extended periods, and of course, Jodie's own set of Unique ARMS all greatly take advantage of this mechanic and are perfect for its use.
- Secondary Ability: Fashion Zombies, Continued
- By double-tapping the guard input, Jodie forms a mass of threads in front of herself into the shape of a multi-armed humanoid, intercepting an attack. The timing is a little strict on this guard, but Jodie herself suffers no stun or lag from using it, merely a modest cooldown. The humanoid hangs in place for a moment, and then breaks back down into threads that retreat up Jodie's sleeves. In other words, Jodie is free to launch a counter attack while her bodyguard stops the hit intended for her!
- During this effect and its cooldown, Jodie's Arm Girth is decreased, as the excess threads she was using to enhance her offensive abilities are preoccupied with taking a hit for her. Being able to get in a free hit of her own more than makes up for it, however. Mind her Set ARMS while trying to reposition around her impromptu wall!
- Signature ARMS:
- 1. Razor Fist
- Class: Unique
- Weight: Medium
- Element: None
- An exaggeratedly large glove, stuffed full of extra fabric- and razor wire. It acts like a normal glove ARM when fired, well rounded if bland in all respects. It does not curve very much after firing, only allowing slight adjustments to its flight path. If Jodie attempts to fire it while it's already extended, it stops in place, and the sharp metal wire shoots out and swings wildly around the glove in a large radius (visually represented by flashes of light glinting from the wires) for a short period.
- The secondary hit is shockingly weak for an attack that involves slicing and dicing with sharp metal. However, its effect as what is essentially an AoE means it can't properly be deflected with another ARM, and dodging is difficult due to the size of the area. It's essentially a cheap and easy way to get in a little more chip damage and control space, at the cost of taking a little longer to reel the arm back in if Jodie activates this feature. When used for Jodie's primary ability, it reliably denies the opponent room and forces some awkward maneuvering to avoid getting picked away to nothing.
- 2. Grasping Glove
- Class: Unique
- Weight: Medium
- Element: None
- Compared to the more metallic looking Razor Fist, the Grasping Glove is formed of various ribbons and scarves, with a mass of loose thread trailing behind the fist proper. The Grasping Glove is a fast and easy to control Glove-like ARM, curving very well and making for a reliable weapon; it's much like the ever-reliable Toaster, albeit not as strong. Those who look closely to it when its charged, however, will notice its surface rippling and shifting as though alive!
- If the charged Grasping Glove hits, out bursts a small cloud of fabric that entangles whatever it struck for a very brief period, temporarily restricting enemy movement to a small area around itself and (if it struck their ARM) preventing the use of one ARM. If pushed out of its range through some means (such as a stage hazard), or Jodie attempts to do anything involving the use of the arm, the effect ends prematurely.
- Jodie herself suffers from the loss of the Grasping Glove as a weapon when used this way until it retracts fully (meaning the 'disarm' lasts a little longer for her than her opponent). Of course, that also makes it a natural fit for Jodie's primary ability, or when paired with an ARM that does a lot of damage but isn't so accurate, such as Jodie's third signature ARM.
- 3. Multi-Glove
- Class: Multi-Shot
- Weight: Minuscule/Medium
- Element: None
- Three fists for the price of one ARM! The Multi-Glove is what it says on the tin: a trio of human hand-size gloves that make up for lack of individual strength with teamwork, adding up to an actually substantial amount of damage. The three fire off in rapid succession, one for each press, or all at once if at least partly charged.
- The downside is that the second and third won't deviate far from the first's path, even if fired separately. If one misses, the rest have little chance of hitting. Jodie has to wait for all of the mini ARMS to retract before she can adjust the aim more freely; a short wait with only one deployed, but a less convenient time span with all three, so don't get trigger happy!
- Then there's the fact that the individual gloves do little to deflect incoming attacks, losing even to the smallest-size ARMS if not fired together due to their small size. A charged attack, however, outweighs all other Multi-Shot ARMS in the game- strength in numbers!
- Multi-Glove does best as either a quick poke for a small but noteworthy amount of damage, or when you've got the foe where you want them and can unload with multiple hits. Used for Jodie's primary ability, it's a nasty surprise that ensures the opponent must split their attention between Jodie and her Set scarf, and it goes without saying how well it works with Razor Fist and Grasping Glove pinning an opponent down. If Jodie's scarf catches a foe in their shield with this ARM, they're faced with a choice between taking a hit and fleeing, or holding their ground and risking a grab.
- Grab Animation:
- A mass of scarves and gloves imitating arms (note the lowercase) spill forth from under Jodie's jacket, the back of her jacket collar, and out of her sleeves. Some secure the opponent in place, the rest simply going to town punching the opponent with a brutal rapid fire of fists. They reel back at once and slam into the opponent as a single finishing hit to launch them away.
- Home Stage: Reine Anne
- The Reine Anne is Paradis Transit's flagship luxury ocean liner. Its massive deck serves as the battleground for this stage! This medium-sized arena is rectangle-shaped, split into three tiers with very short slopes between each. Each tier has two small pools, one off to each side, deep enough to offer some protection to a fighter's lower body in exchange for slowing them down as they wade through.
- A few automated meal carts (patent pending) routinely exit from the top of the stage, down the middle of the track to the bottom of the stage, and back again, acting as destructible cover that can grant similar protection briefly. Fans are gathered around the glass windows overlooking the deck, with a few gathered around the arena's marked boundaries lounging in some patio furniture acting as front row seats.
- Jodie has the home stage advantage in spades, her small size letting her capitalize on low walls and barriers, her preferred arms enjoying the opponent's reduced mobility, and her speed compensating for the pools' speed reduction qualities. Between the carts, her speed, and her secondary ability, Jodie can more easily avoid powerful hits.
- Story Mode End Photo:
- Colored a very light blue. Jodie reclines on the deck of the Reine Anne in a two-piece bikini. Her scarf is wrapped around the top of the chair, and waving a large leaf fan over her as she sunbathes. On the umbrella table next to her is a tall drinking glass, set next to her championship belt. In the back, Biff can be seen doubled over the railing from seasickness. A suitcase lays next to Jodie, covered in a large number of stickers indicating locations she's traveled to and from (referencing some other stages in the game).
- Ending Quote: "Where to next?"
- Quotes:
- Win Pose 1. Starts with a few flashy punches and kicks, holding the last kick for a second before assuming a more neutral stance. Jodie places her arms behind her head and turns to face the side of the screen. She swings one leg back and forth idly, arcing her back.
- "Now for some sightseeing..."
- "Feels good to cut loose!"
- "Fight me again sometime."
- Win vs Ribbon Girl: "Is it a bad time to ask for an autograph?"
- Win vs Min Min: "...great, now I'm hungry."
- Win vs Mechanica: "Oh, great. Grease stains."
- Win vs Helix: "Like a giant stress ball. *dry chuckle*"
- Win vs Misango: "Misanga's nice this time of year..."
- Win vs Springtron: "Back to the scrap heap."
- Win vs Dr Coyle: "Try fixing that. *laugh*"
- Win vs herself: "Wanna travel with me?"
- Win vs Sarah (Muno OC): "Can I take some of those as souvenirs?"
- Win Pose 2. A quick series of Jojo-style poses, Jodie wearing a manic grin.
- "Try again!"
- "Come on, one more round!"
- "That's how it's done!"
- Win vs Spring Man: "Love the hair!"
- Win vs Ninjara: "Show me around sometime!"
- Win vs Master Mummy: "And that's a wrap!"
- Win vs Twintelle: "Hair today, bald tomorrow!"
- Win vs Byte & Barq: "I've got a treat for you!"
- Win vs Kid Cobra: "I'll dance you under the table!"
- Win vs Max Brass: "Style and strength, I've got you beat!"
- Win vs Lola Pop: "Sweet, sweet victory!"
- Springtron vs Sasha Intro 1
- Biff:"It’s Springtron versus "the eternal tourist," Sasha Nette!
- Based on data collected by ARMS Labs, her weakness is...
- Thrill rides! I feel her pain! The words "You must be this tall to ride" haunt me in my sleep!
- That grin says she has other ways to get her kicks; watch your back, Springtron!"
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