Munomario777

Sarah, the Sand Serpent [ARMS]

Jan 25th, 2018
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  1. following the trend of ripping off lex's format
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  3. Height: 5'6" (168cm)
  4. Weight: Unimportant
  5. Age: Unknown, young in appearance
  6. Affiliation: Saharia
  7. Stage: The Glass Palace
  8. Hobbies: Glass sculpting, tomb-raiding, making funny body-shapes as a snake
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  10. Size: 2/5
  11. ARM Girth: 2/5 [5/5]
  12. Jumping: 4/5
  13. Speed: 3/5
  14. Flexibility: 5/5
  15. Partner Esteem: 3/5
  16. Grab Damage: 150
  17. Dash Distance: 5/5 [???/5]
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  19. Sarah (known as Elliana in her past life, the legends say) is a figure of legend among the desert people of Saharia. She raids pyramid temples for their loot, and possesses two uncanny things: a sentient pile of sand named Geoff as an ally, and the ability to morph her ARMS into snakes! Sarah, like Twintelle, lacks traditional ARMS. Instead, she uses the power of the desert sands to keep pace with the rest of the Grand Prix competitors...
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  23. Primary Ability: Sand-Serpent ARMS
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  25. Since Sarah lacks proper ARMS, she morphs her arms into stretchy serpents when she attacks! It's kinda like Min Min's Dragon Arm, but this isn't a temporary buff gained by charging. When Sarah throws a charged punch, Geoff begins to swirl around that ARM, and as the serpent flies forward, Geoff spills onto the ground, forming a trail of sand. Geoff gives charged punches extra ARM Girth. More uniquely, any punch thrown while standing on a sand trail has the serpent instantly dive down and burrow into the sand, instantly popping out near the opponent! It'll pop out as close as possible without leaving the sand trail, handy for bypassing interceptions from opponents. If you tilt the punch left or right, the serpent ARM punches in that direction with short range when it emerges. Geoff can only power up one punch per separate "charge session." Punching with Geoff's power with a sand trail already active removes the old one and makes a new one. Also, using a trail for any purpose removes it post-use.
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  27. Secondary Ability: Slithery Dash
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  29. When Sarah dashes, she turns into a serpent and slithers low along the ground in a short burst of momentum. Her small, flexible frame makes this dash excellent for dodging under some punches, but large or bouncing ARMS can still hit her. You can also steer a bit mid-dash, with quick enough inputs. Hold the dash button while on top of a sand trail, and you'll burrow underneath the sand until you release the button, able to move at high speed with complete freedom along the trail! When you pop out, you'll have a hitbox on your body as your serpent's jaws bite anyone standing above you. In exchange, by blocking this strike, Sarah's opponent can easily punish.
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  33. Signature ARMS:
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  35. 1. Sand Serpent
  36. Class: Dragon
  37. Weight: Medium
  38. Element: Glass
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  40. On the end of Sarah's serpent arm rests a sand sculpture of the head of a snake. It acts much like Min Min's Dragon, in that it's fired forward before letting loose a secondary attack. Here, the sun shines a beam down onto the serpent head, concentrating energy for a lengthier charge before releasing a beam of glass energy! Any foe hit by this beam is encased in glass, freezing them in place briefly. Sarah loves using this time to set up sand trails, get into close range, or safely burrow through the ground! In exchange, the charging serpent head is destroyed in one hit, so it's best used in combination with something more reliable. One sneaky tactic, though: make a sand trail that goes behind the opponent, send a Sand Serpent through to the other end of the trail, and then fire the glass beam from BEHIND the foe so they can't hit it!
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  42. 2. Glass Cannon-Pipe
  43. Class: Unique
  44. Weight: Light
  45. Element: None
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  47. A bit of an odd ARM, this looks like a small section of a pipe, made of glass. Good plumbing IS pretty important in the desert! It deals pitiful damage on its own. Instead, if you fire your other ARM into the Cannon-Pipe, it'll get redirected straight toward the opponent after a delay, multiplying the power and speed by 1.5x! The Cannon-Pipe also has significantly less range than average, which helps in this regard. By curving your other ARM, you can mix up whether or not you'll fire it out of the Cannon-Pipe! If Sarah sends the Cannon-Pipe through her sand trail, it also allows for cross-ups, which bypass blocks.
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  49. 3. Palm Wing
  50. Class: Unique
  51. Weight: Light
  52. Element: Wind
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  54. Palm Wing is basically the leaf of a palm tree, attached to the user's ARM by the stem. It's like you're fanning some Egyptian pharaoh or something, but less for comfort and more for the purpose of kicking butt! Normally, this ARM's stiff, pointy tip makes it great for use as a spear-type weapon, poking opponents with quick travel time and a flexible path. In exchange for this quickness, its damage is low. When charged, not only does this ARM gain the Wind effect, but tilting left and right no longer steers the ARM left or right (unless Sarah burrows it through her sand trail). Instead, tilting inward has the Palm Wing ascend into the air, catching jumping opponents! Tilting outward, though, still has the same effect as normal. Someone trying to jump over your attempts at a sand trail sneak attack? Too bad for them!
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  58. Home Stage: The Glass Palace
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  60. On the outskirts of Saharia's capital city of Mizra, there lies a massive pyramid, all but the very tip of which is lost beneath the sand. Sarah calls this place home, and to let natural light in from above, she's smashed holes in the walls and stuck giant glass columns in the openings, which go up at an angle all the way to the surface! This stage takes the shape of a pretty wide-open circle, with piles of sand scattered about. Strike a sand pile, and it turns into a big spiky spire of glass, which reaches out in the direction of your punch to hit an opponent! These allow you to either extend your range if the foe is too far, or to stop your punch prematurely for the purpose of reduced endlag.
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