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- Name: Blaster-Tron
- Catchphrase: “Target Acquired!”
- JAM WITH ME!
- Blaster-Tron is a robot from the future. Captured by the Trap Team when they went to the future to stop the evil Wolfgang, they ended up catching Blaster-Tron as well. He was taken back to the present to see if his technology could be reverse engineered, Master Eon discovered that Blasty had an actual Good/Evil switch on him. When the switch was flipped to good, Blaster-Tron became a monotone, sarcastic hero to all. That wasn’t all that changed, as Blaster-Tron also gave up his trademark laser bazooka for a laser sword. No one was sure why, but he was incredibly good at using it, so Eon made Blaster-Tron a Sensei of the Knight class.
- Section: Stats
- Weight: 106
- Running Speed: 1.79
- Walking Speed: 0.85
- Air Speed: 1.15
- Falling Speed: 1.7
- "Accuracy of numbers confirmed. Only attribute that cannot be measured is this thing you call 'love'."
- Blaster-Tron is a fairly squat robot, only measuring slightly taller than Wario, not including the antenna. Fitting a robot like him, he is suitably heavy and slow. His Walking animation has him slowly and mechanically plod each foot forward, making him one of the slowest characters, only above a handful of others. His running animation has him using that jetpack of his to boost forward, increasing his speed dramatically.
- His first jump is rather mediocre, comparable to Kirby’s first jump. Even then, it looks like he only gets that air with his jetpack’s help. The second jump is much better, with his jetpack kicking into overdrive to propel him upwards at about 1.5 his usual height. Blaster-Tron’s jetpack also lets him move around the air with a decent pace, and holding the jump button will activate his hover.
- Holo-Shield:
- Blaster-Tron actually has his own special shield! Not a shield special, but his very own unique shielding effect. When Blaster-Tron activates his shield, instead of a colored bubble surrounding him, a yellow force field made out of hexagons will surround him instead, even spinning around him for as long as he holds the shield button down. This behaves mostly like a normal shield, aside from one key difference.
- If Blaster-Tron Perfect Shields an incoming projectile, it will instantly reflect back, turning the projectiles into his own. This has a few applications, mostly when regarding the Down Special, which we’ll get to in a bit, of course.
- Section: Special Attacks
- Neutral Special: Beaming with Delight
- Blaster-Tron raises his sword up into the air, He-Man style, causing a glowing light to move up the sword’s red markings until it reaches the tip. The light builds at the top, and Blaster-Tron then slashes the sword forward, shooting out a beam of energy. Because, even if he has a sword, Blaster-Tron still needs to blast something.
- This functions as a charge move, in fact it behaves identically to the Charge Move in everything but animation. You can fire the beam at any point during the charge up point too, the movement of the light just makes it easier to tell when its full. The size and power of the laser will change depending on what the charge was, like any good charge attack. The total amount of time the charge takes is well, basically the same as it takes to charge a Charge Shot.
- All lasers retain the same shape, a Ray Gun shaped, purple laser shot, with a size difference dependent on the charge. They also all only move 3.5 Battlefield Platforms forward, good range for a projectile. The lowest charge is the weakest of the laser’s variations, obviously, and has it at a slightly larger size than a Ray Gun shot, not a major difference, but it is noticeable. This is also the fastest of the charge shots, moving at around Captain Falcon’s speed. It only deals 3% damage, with functionally no knockback, though it obviously can KO at incredibly high percents.
- Skipping to the fully charged laser, it becomes much larger, comparable in size to a full Samus Charge Shot, except, like, wider and shorter and not ball shaped. The laser moves much slower, 2/3rds the speed of the lowest charged laser, which still means it moves fast enough to get a decent hit out. This deals great knockback, enough to KO at 110%, and deals 20% damage on contact.
- You might think that this is just a charge shot copy, and as an attack it pretty much is, but there is a lot more to it. For one, the sword slash itself is also a hitbox. The hitbox only exists briefly, and can pretty much only hit opponents directly above or below it, but its still there. The sword has decent range to it, comparable to Link’s despite the sword’s exaggerated size. This isn’t as powerful as it is on some other moves, but it isn’t the main focus of the move after all. The slash deals 10% damage, and deals middling knockback, but can be a good way to punish opponents who make a pre-emptive jump over a laser.
- The other other function of this attack is what makes it one of the most important attacks in Blaster-Tron’s set. During the charge, you can cancel out of it, keeping whatever charge you have, much like what Samus can do with the Charge Shot. With another press of the button, Blaster-Tron can fire the charged laser out, or charge it up even more. Well, that’s all fine and good, but how is this one of the most important attacks, you ask?
- That’s because this isn’t the only attack Blaster-Tron can put the charge into. In fact, every sword attack has him able to use the charge! Every attack has a different effect when the charge is applied, but the level of charge also changes how many times in a row Blaster-Tron can use the applied charges. It maxes out at 3 uses per full charge, and with 1 at the lowest charge. Even if a use is used up, Blaster-Tron can simply charge the blade up again, this simply makes it so that he can’t do any crazy combos.
- The charge effects will be listed in the individual moves it works on.
- Side Special: Taser Tether Rockets
- Blaster-Tron points forwards with his free hand, causing two cartoony rockets to materialize in front of him via purple particles. One rocket is spawned at Blaster-Tron’s feet, while the other is spawned around his head… dome-thing. They then proceed to fly forwards after a few frames, the lower one travelling in a straight line, while the higher one flies at a slight upwards diagonal slant. The two rockets are fired at the same time, and have the exact same speed, around Mario’s dash speed. In other words, average movement speed.
- The reason the two rockets need to keep pace is because they create an electric tether between them. The tether is created as soon as the rockets start moving, and will gradually grow taller as the rockets spread further apart. By the time they’ve 3/4ths of Final Destination, no jump besides multi-jump characters will be able to get over them.
- This isn’t as OP as it sounds. For one, the rockets are weak as cardboard. They count as structures, and have 2% HP, meaning most moves will be able to destroy them. Rockets are also destroyed on contact with any hard surface, excluding thin platforms, which they pass through. This counts towards other opponents however, where they explode with 2/3rds the strength of a Bob-Omb, and deal 15% damage as well.
- When one rocket is destroyed, the electric tether is destroyed along with it, leaving the other rocket to continue along its lonely path until it either hits something, or goes off-screen. Its still a viable projectile on its own, however, as hitting even a solid wall will activate its hitbox, it’s just not as good as normal.
- The other reason this isn’t as strong as it sounds is because the tether doesn’t deal any knockback. It deals damage, of course, but only 5%. This means that opponents would probably prefer to jump through the tether rather than get hit by a stronger rocket. However, the tether doesn’t just cause a measly amount of damage.
- No, it has a secondary effect as well. When an opponent jumps through it, they will take an electric shock. This doesn’t stun them, but rather stunts their movement for a moment, making them lose 10% of their speed. This only lasts 3 seconds, but can still be crippling. Blaster-Tron can’t stack this effect, however, and will have to wait a bit before the effect can be used again, since only one pair of rockets can be on stage at once. So it will either take the rockets leaving the screen, or them both getting destroyed in order to do it again.
- This is one of Blaster-Tron’s main sources of crippling his opponents, by forcing them to make a difficult choice, both of which leaves the opponent in a bad spot.
- Up Special: Threatpack Jetpack
- Blaster-Tron has already used that jetpack of his a lot, but what if he could use it EVEN MORE? That’s what his Up Special lets him do! The move starts out similar to Diddy Kong’s Up Special, Blaster-Tron going into a brief charge up period before launching up into the sky. Unlike Diddy Kong, this can’t actually be charged, it just has considerable start-up lag to it.
- The launch turns Blaster-Tron’s body into a hitbox, dealing upwards knockback and 10% damage on contact with any opponent. The hitbox lasts until Blaster-Tron reaches his peak, which is about 2 Ganondorfs into the air. Once this happens, Blaster-Tron will enter a freeflight mode, his jetpack still propelling him upwards with Future Technology.
- This is a pretty standard freeflight mode, allow Blaster-Tron to move in every direction for 4 seconds. During this time, he can use his aerial attacks, to be described later, with the Down Air specifically being able to cancel him out of freeflight. Once the four seconds are over, Blaster-Tron will enter freefall, meaning you better be above a platform before it runs out.
- This is a rather standard recovery move, with the added bonus of having more to work with than just his initial boost. Being able to use his aerials during it can lead to some fun tactics, which will be revealed once we actually get to the aerials. Charge from the Neutral Special is also carried over when this is activated, meaning you can get even more of it once you factor in sword-based aerial attacks as well.
- Down Special: Hologram Field
- Blaster-Tron’s antenna blinks for a second, before it spawns a large purple forcefield made out of hexagons. The size of the field depends on charge, but there’s only a very, very slight difference between no charge and full charge. No charge results in a field roughly 2.5 Blaster-Tron’s tall, and able to reach the sides of the lower two Battlefield platforms. Full charge results in the field being able to cover half of the lower two Battlefield platforms, while barely covering the top platform.
- The field takes a moment to fully come out, however, during which the opponent can cancel Blaster-Tron out of it by attacking him. The field doesn’t deal damage to the opponent either, but what it does do is potentially even more devastating to them. While an opponent is moving through the field, they will be reduced by 15% speed, slowing them down immensely.
- This, of course, causes a lot of problems. However, the problems pile on when Blaster-Tron enters the field, something he’s already doing when the attack starts up. Blaster-Tron will gain a major buff while inside the field, boosting all damage by 0.5x, and increasing his speed by a few decimals. The only downside to being in the field is that Blaster-Tron takes 1.5x knockback while in the field, which returns to normal knockback as soon as he exits the field.
- Blaster-Tron will also deal normal knockback to opponents as well, cancelling out their slowed movement for a moment while they fly away. This is more a downside for Blaster-Tron as well, since the opponents are more likely to exit the field by your hand than remain inside.
- The field also affects projectiles. It retains the slowdown on opponent’s projectiles, but Blaster-Tron’s rockets and lasers get buffs thanks to them. The major buff being their speed, instantly boosting any projectile that enters the field to 1.5x Sonic’s speed, making them nearly impossible to avoid unless you’re ready.
- This flows well with the Taser Tether Rockets, as their electric field because an almost necessary thing to jump through. It retains the downsides of the regular missiles, however, as they return to their normal, sluggish speed once they leave the field. The Beaming with Delight laser behaves exactly like how you’d expect, however, mostly just being an incredibly hard projectile to dodge no matter the charge. This also affects any projectiles you reflect with the Holo-Shield, which can get crazy if you manage to reflect a particularly strong projectile. In fact, the Holo-Field makes it even easier to do this!
- The field doesn’t last long, only around 6 seconds before it peters out of existence. Blaster-Tron will have to wait a while before he can put another one up, however, around 3 seconds before he finishes recharging the holo-field.
- This is Blaster-Tron’s other main crippling move, as it leaves the opponent at a serious disadvantage, if only for a brief moment. Combining this with other crippling attacks can leave devastating damages on an opponent, but there enough downsides that using it often will end in trouble for the future robot.
- Section: Standard Attacks
- Jab: Saber Slash
- Blaster-Tron has a sword, so obviously his Jab involves swinging it around! This is a pretty basic 3-hit combo by itself. The first hit has Blaster-Tron swinging the sword downwards and into the ground. This has a bit of a push to it, resulting in Blaster-Tron moving forwards a bit, increasing its range as well. The animation itself is similar to Beaming with Delight’s, but it comes out much faster. It deals 4% damage, and little knockback in order to help it combo into the other hits.
- The second hit has Blaster-Tron slashing the sword to the side. This also pushes him forwards, but the range between this and the previous hit are functionally the same. It also deals a weaker 3% damage, with around the same knockback.
- The third hit is the finisher, and has Blaster-Tron spin around, and then slash with his sword. While in the other two attack’s cases, the forwards push was active while the hitbox was, the movement her exists only when Blaster-Tron spins around, with the hitbox only activating at the end. It still comes out quickly, however. This slash is the one that deals knockback, though it still isn’t particularly strong. It also deals 5% damage.
- Since this is a sword attack, Blaster-Tron can use that charge of his to add a bit of extra oomph to this jab. When he swings it while holding a charge, a small laser will shoot out of it, a bit shorter and a lot more purple than a standard Ray Gun shot. This is a fairly weak projectile, dealing 3% damage with functionally no knockback, but Blaster-Tron can shoot up to 3 of them per full combo, which is a decent way to build up damage.
- Well, it would be if he didn’t use up all three charges during the attack. That’s right, all three of the projectiles cost a full charge each, meaning Blasty will have to charge back up if he wants to use another charge attack. This makes these somewhat useless, but they still have utilities. They function nearly exactly like Fox’s blaster, basically, meaning you can stun an opponent for a moment.
- Forward Tilt: Pulling the Plug
- This is the first of Blaster-Tron’s “main attacks”, if you will. When performing the attack normally, Blaster-Tron will simply thrust the blade forwards. This is a relatively decent sword based attack, having more range than most sword-based attacks due to how the blade is thrusted. It comes out quick as well, but has a few frames of ending lag. The blade will deal 9% damage on contact, and relative mediocre backwards knockback.
- However, the real purpose of this attack becomes apparent when used with a charge. When the blade is thrust forwards now, a purple orb will fly out of the tip of the blade. The orb is connected to the blade by a series of purple electrical bolts, and is roughly around the size of a fully charged Charge Shot. The orb travels forwards 2 Battlefield Platforms before it disappears. This actually isn’t a projectile, like it might seem, but instead it’s a grab of sorts.
- When an opponent is hit by the orb, they will become stunned by it, and then reeled back in towards Blaster-Tron. This takes a few frames, and during this time Blaster-Tron is vulnerable. Once the opponent is in front of Blaster-Tron, the orb will burst, dealing 4% damage to them. This explosion will also stun the opponent for a few frames, allowing Blaster-Tron the opportunity to follow up with a few more attacks. Also, if the opponent is hit with it at close range, they will be comboed into the standard hitbox as well thanks to its end lag.
- Unfortunately, using this costs a full 3 charges, meaning that if Blaster-Tron misses, those 3 charges will be wasted. The speed of the orb, slightly faster than the rockets, doesn’t help with this either. The orb is also not considered a projectile, and does not speed up when shot through a Holo-Field. This is one of Blaster-Tron’s best attacks, as the stun leaves opponents open for a lot of potential punishment, and the range of it, for a grab, is astounding.
- Up Tilt: Simply Slashing
- Blaster-Tron brings his blade to his side, and then slashes upwards in an arch. This is similar to the upwards slash attack most sword using characters have, and is pretty much the exact same in concept. However, this variation is much slower than most of them, Blasty taking a rather deliberate amount of time to swing it. That isn’t to say its slow, just not as fast as the animation would imply.
- This is pretty basic in most ways, being a launching move. The main difference, besides its speed, is that it’s generally more powerful than this type of attack normally is, dealing 8% damage with above average knockback. The attack can actually KO at 125%.
- With a charge, the sword slash will fire 3 lasers upwards in a fan shaped pattern, the three spreading out as they fly upwards. They look exactly like the shots from the Jab, only tilted to match their directions. The beams do act differently however. They’re slightly faster, but only deal 2% damage, but also have slightly stronger upwards knockback. Using one of these actually only counts towards one charge, meaning you can use this three times in a row if you want. It’s a wonderful anti-air tool.
- Down Tilt: Dub-Pulse
- From his crouching position, Blaster-Tron sudden sends out a hexagon shaped pulse of energy around him, which is accompanied by a loud “WUB” sound effect. Dubstep is still popular in the future, apparently. Anyway, this pulse only exists for a very small amount of frames, in fact, its shorter than any other attack in the game, and deals a pretty pathetic 1% damage with little to no knockback. Its range is also pretty lacking, reaching just beyond Blaster-Tron’s model in a hexagonal shape, obviously, but I can go through platforms. Overall, pretty useless.
- Well, unless you see the obvious. This thing is a combo machine, as it comes out incredibly fast, and is able to be spit out again shortly after. It can rack up a small amount of damage in no time. But eventually, after rapid use, most likely after 10%, the opponent will break loose, again, leaving the move in a potentially bad position.
- But again, there’s more to it. After a bit of mashing the button, around 3 inputs in a row, you will actually be able to start moving Blaster-Tron around. You can keep the attack going as long as you mash the button (Don’t worry, the more it goes on, the quieter the WUB gets), and the move is actually able to come out directly after another. However, Blaster-Tron is stuck walking at his walk speed, and this doesn’t last forever. You can perform approximately 35 pulses in a row from this, but you need to keep up the mashing, a single pause will cause Blaster-Tron to return to his normal state.
- The 35th pulse is the strongest one, even have the loudest WUB of them all, having a much larger radius than the normal once, to nearly twice their normal size, and deals 10% damage. The knockback can KO at 110%, which is definitely easy to get to using the attack. Unfortunately, once this pulse is used, Blaster-Tron will enter a brief recharge state where he not only suffers a horrible amount of endlag as his systems reboot, but you also won’t be able to use anything but the basic single use from the normal Down Tilt.
- Dash Attack: Attack Pack
- From his dash animation, which already involves his jetpack lifting him off the ground, Blaster-Tron goes into a spinning rocket dash, his entire model spinning around as he jets forward. This will always go a set distance of 1.5 Battlefield Platforms forward, though it can be cancelled out by double tapping the opposite direction. Unlike most dashes, this will go over cliffs, though if you cancel out of it, you will retain your second jump.
- Stat wise, the jetpack attack travels at a pretty standard dash attack speed, nothing remarkable or special, but its hitbox is good since it uses all of Blaster-Tron’s model as a hitbox. Due to his bulky frame, this attack actually hits hard, dealing knockback that can KO at 120%, and deals 10% damage on contact. Cancelling the dash will actually give you access to other attacks as well, meaning that you can easily cancel into a normal standard or aerial.
- Pressing the shield button while the attack is active will cause something interesting to happen. Blaster-Tron will summon up the Holo-Shield, but only in front of his antenna, where it projects from, coincidentally. Normally, the attack can be cancelled out by any normal attacks, but this shield prevents exactly one attack from hurting you during the flight. This acts as armor of a kind, and specifically blocks from any attack that deals under 12% damage, meaning most projectiles and standards. Any attack that does more than that will knock Blaster-Tron out of his flight no matter what, however.
- Section: Smash Attacks
- Down Smash: Launching Program
- Blaster-Tron raises his sword above his head, holding it with both hands, and then swings it downwards in a downwards motion. This is a pretty standard attack, even with a similar animation to some of Blasty’s other attacks. However, this one is distinguished not only by the two-handed strike, but also by a bit of an extending hitbox on the attack. It only hits a bit forwards, but it does slightly increase the sword’s general reach.
- This is also one of Blaster-Tron’s more potent attacks, dealing 20-24% damage depending on charge. To compensate for this, it also has horrendous start-up lag, but relatively quick endlag, for a fairly specific reason we’ll get to in a moment. The knockback is also powerful, capable of KOing at 110%, but the start up lag puts a hamper on its usability at lower percents.
- However, the attack’s purpose becomes revealed when used with charges. At the cost of three charges, the sword slam will now create a massive field in front of Blaster-Tron, around 2 Battlefield Platforms wide. This field comes out with a pulse that deals 8% damage, and fixed knockback that flings the opponents upwards around a Ganondorf and a half. As soon as the pulse happens, the field begins to disappear but it vanishes a bit slower than Blaster-Tron’s endlag.
- That’s because of the pulse’ very interesting knockback. Once they reach the maximum height of the launch, any opponent hit by the attack will hover in place for a handful of frames before they start to fall. This gives Blaster-Tron enough time to leap up into the air and perform a follow up attack. This can be doubled on thanks to a Holo-Field, giving you even more time to perform the attack. It can even be boosted more if you stun them with the Taser Rockets beforehand too.
- However, there is a downside to this. Any attack that Blaster-Tron throws on them will deal no knockback, it will only activate if hit after the bit of freezing. This still makes it good at dealing a lot of damage at once, especially if you come into the play prepared to strike. A good play can easily rack up potentially over 70% damage in a single go.
- The other major downside is that it’s fairly hard to actually hit with. The pulse lasts for only a few frames, meaning that you can only activate this attack during those short moments. This is made worse with the start-up lag as well, but a well-timed shot can lead to some great things. And a missed shot leads to three wasted charges, and an opponent ready to punish you for it.
- Up Smash: Get to the Point
- For the start-up animation, Blaster-Tron only clenches one of his fists, no real sign of an attack. However, a pulse of energy travels up Blasty’s body, and to the tip of his antenna in only a few frames. Over the charging period, the pulse gets larger and larger, before Blaster-Tron fires it up into the air as a laser beam. This is actually rather instantaneous as an animation… but the laser itself is not a hitbox. IT can’t hurt anyone as it flies up into the air.
- The actual hitbox doesn’t become apparent until roughly a second after the laser beam goes off-screen. A purple light will suddenly shine down from the top of the screen, hovering over on of the opponents. The light will then shoot down as a laser. The laser’s stats depend entirely how long you charged it for, though range isn’t changed, it’s infinite and can pierce through thin platforms, but it can’t go through solid platforms.
- With no charge, the laser will be relatively thin, the size of two baseball bats stacked next to each other. All of the lasers act as a solid hitbox rather than any other comparable laser attacks… that just being the Zero Laser, but whatever. Functionally, the laser acts as a wall with a hitbox on it. The uncharged version only deals 10% damage, but has pretty decent backwards knockback on its own. An uncharged laser will last for approximately 1 second before it finishes.
- A fully charged laser acts mostly the same, except its boosted to around a Crate’s size, and deals 15% damage. The knockback is only slightly better, however, but is still good enough for what the attack is used for. The fully charged beam lasts for 1.5 seconds. The main use of the beam is to make use of it as a bouncing tool, the opponent being flung back from the wall and hopefully into one of your attacks. A follow up Taser Rocket to slow down the opponent can be pretty great to extend the combo as well.
- There is a bit more the laser can do. If you hold down on the control stick while the laser flies up into the air, the beam will instead direct itself towards Blaster-Tron rather than the opponent. This doesn’t hurt Blaster-Tron in any way, so what’s its use? If Blaster-Tron uses his Holo-Shield while standing under it, it will be reflected off the shield and fly and turn into a horizontal projectile!
- The laser retains all of its normal stats during this, but its knockback is turned into upwards knockback rather than backwards. Of course, the laser’s timeframe is too short for it to get a potential second hit off. Anyway, the positioning of the laser depends on where Blaster-Tron is standing. If he stands directly under it, nothing will happen, but if he stands slightly to the right of the laser, the shield will reflect it to the right, and vice versa.
- The laser will appear instantly once it hits the shield, giving opponents very little time to dodge it. But that also means you have very little time, since your opportunity to do this only comes while the beam is coming down.
- Forward Smash: Saber Sweep
- Blaster-Tron pulls his blade in, and then spins around in a circle with it, in a similar animation to Link’s Up Special, except this can’t be used in the air, obviously. Like most spinning attacks, Blaster-Tron can move forward or backwards a bit when he uses the attack, giving it a teensy bit more range. The rest of the attack behaves almost exactly like you’d expect, any opponent hit by the sword will be hit multiple times, before a final hit that launches them off.
- Specifically, each hit of the spin deals 3-5% damage per hit, and it manages to get off 4 hits before finishing. The knockback of the attack is decent as well, being able to KO at 125% when fully charged. That’s the most the attack does by itself, however.
- But, it is a sword attack, so that means it can use charges. When used, Blaster-Tron will spin around and fire out 6 laser blasts, 3 in each direction. They fire out in an alternating pattern, firing first in the direction Blaster-Tron is facing, and then in the opposite direction. These lasers behave like the ones from the Jab, but they have a bit more versatility to them, considering they can hit
- opponents on both sides.
- This does use up all 3 charges at the same time, however, though it is actually fairly difficult to miss when you cover so much ground. Also, the sword’s hitbox actually starts up before the first laser fires, which means if you manage to chit an opponent with the blade
- and trap them, you can top it off with a bit more damage courtesy of the lasers.
- This attack is actual special in that it actually has a second interaction with the charge mechanic. If the attack is used while inside a Holo-Field… well, you’ll just use the attack. BUT, if you tap the special attack button during it, the Holo-Field will shrink down to around the size of the Holo-Shield (It’s still purple to differentiate it) and begin to follow Blaster-Tron around.
- While the Holo-Field follows Blaster-Tron around, he retains all the buffs and debuffs the field usually gives him, though it can’t affect opponents any more. This costs 3 charges, and cancels out the normal charge effect when used, though the attack itself does continue. This Holo-Field is a risk-reward kind of deal, you get to deal a lot of extra damage for a short time, but also have to worry about the extra damage you yourself take, and don’t have the crutch of them being slower to fall back on. This does count as a Holo-Field still being out, so you can’t summon another one during it’s time. Also, it will instantly break if you’re hit by an attack that would KO you, which, considering the field’s major downside, is a lot.
- Section: Aerial Attacks
- Neutral Aerial: Pocket Rockets
- Blaster-Tron tucks his arms and legs in as best he can with his stubby body, and then spreads them out, creating a small explosion and firing out 5 small rockets in a star pattern. Before we cover the rockets, we’ll cover the explosion, which is a hitbox itself. This has a very short hitbox with very minimal range, only covering the area around Blaster-Tron’s model. This acts primarily as a keep-away move, with rather mediocre knockback.
- The rockets themselves are the interesting part of this move. They resemble the rockets from the Side Special, but much smaller. The most comparable description is Samus’ missiles, specifically the super missiles. They are nowhere near as powerful as the super missiles, however, dealing 7% damage each, with above average upwards knockback one they explode.
- The missiles move in a very erratic pattern, constantly zigging and zagging around the air. They spread out in the star shaped pattern they were fired in, and have infinite range. They’ll explode if they come in contact with anything, including thin platforms, though they can phase through the bottoms of them like most objects. They’re relatively slow, however, travelling at the speed the super missile starts at, and never really speeding up beyond that.
- The missiles also have an interesting effect when used in the Holo-Field. When fired, they still come out in the star shaped pattern, but now have a purple glow around them. Instead of the zig-zag pattern they moved in before, the rockets fire out smoothly, and move around in any direction they wish. The rockets are now homing, and will chase after random opponents. Their properties do change from the normal rockets, however.
- Aside from their flight pattern changing, their damage output also changes, as they now only deal 3% damage rather than 7%. The knockback remains the same, however. They also no longer have infinite range, and will instead only travel a full Final Destination before exploding. Their speed is also considerably different, with them being much faster than before, around the speed of a normal missile. This variation of the missiles can also be used with the portable Holo-Field, and is potentially the best way to use it if you want missile spread faster.
- However, there can only be 5 missiles on screen at a time, with the explosion acting as the hitbox whenever you use it while they’re on-screen. The attack also has a significant amount of start-up lag to it, though the endlag is decently fast. The start-up lag isn’t terrible, but it prevents the attack from being used after a short hop. Short hops would be the worst way to use this attack anyway, since you would basically be cancelling out two projectiles from the start. Its best to use the attack around the middle of the field.
- Forward Aerial: Have a Slice
- Blaster-Tron pulls his sword back, and then swings it downwards, striking anything in front of him. The hitbox of the attack is rather large, and again, rather similar to a few other of Blasty’s attacks, but the difference in animation here is… it’s in the air. This isn’t a copied move, however, and does behave fairly differently. For one, it actually has a fast start-up allowing it to be used from a short hop, but the hitbox will be a bit gimped due to the ground cancelling it out.
- The sword strike has the usual range to it, and is otherwise fairly powerful, dealing 12% damage, with decent knockback that KOs at 130%. Overall, it’s mostly just used to rack up some aerial damage and not much else. At least, without the charge effect.
- If you have charges on you, that means that Blaster-Tron can activate the special effect for this move. Similar to the Up Tilt’s Blaster Tron will fire a few lasers forwards in a fan-shaped pattern. Though instead of firing 3 lasers, this will fire 4, giving it a bit more overall coverage. The lasers are weaker, however, dealing 1% damage with admittedly surprisingly decent knockback.
- The knockback has a bit of an upwards arch to it, which potentially allows for a second hit from a laser higher than the one that hit the opponent. However, the knockback is reduced to full backwards knockback if it combos into another laser, but if you play your cards right, this can help Blaster-Tron combo the foe into one of his own attacks. Using this only takes one charge, so you can use it three times in a row at most.
- Up Aerial: The Future is Up
- Blaster-Tron pulls his sword down for a moment, before quickly jabbing it upwards in what seems like a rather standard aerial attack. And, well it is. The attack is most comparable to Mii Swordfighter’s UAir, and has around the same range to it, though Blaster-Tron obviously doesn’t spin around during it. The attack is fairly strong, however, dealing 13% damage and upwards knockback that KOs at 135%.
- The attack itself is mostly fast, but has both bad start and ending lag, as Blaster-Tron pulling the sword down takes a few extra frames. The sword remains stationary in the air for a few frames as well, and does remain an active hitbox, but the knockback is cut down massively if the jab doesn’t connect. However, the start-up lag isn’t bad enough to not use the attack out of a shorthop.
- Being a sword based move, this attack can also use up a charge for an extra effect, this being a directly upwards laser attack. It behaves pretty much exactly like the rest of the lasers, though this one deals 4% damage with slightly higher knockback than the rest of the lasers. This only uses up one charge, and is good for using out of shorthops, making it a superb anti-air tool.
- Back Aerial: Back Pack
- Blaster-Tron leans back, and then rockets in the opposite direction he was facing. This is similar to the Dash Attack, only aerial and going in the other direction, but there are more unique things to it. For one, its start-up time is a bit shorter, and is actually able to be used out of short hop, but without any real purpose to it, though it can potentially be used to combo into something.
- This also has slightly different range to it. It still retains having a set amount of distance to it, which in this case is only half a Battlefield Platform. The jet deals a pretty healthy 13% damage, with knockback that can KO at around 140%. While the damage is decent, it obviously isn’t great at KOing.The lack of range is also a bit of problem, but it has uses.
- For example, this move makes a very good extra recovery attack, and can even be comboed from the Dash Attack, making them a fairly good pair in combination. Also like the Dash Attack, Blaster-Tron can activate his Holo-Shield during the attack’s length, where it acts the same. This is slightly less useful due to the attack’s much shorter length.
- Down Aerial: Future Fall
- Blaster-Tron aims his sword downwards in an animation similar to Link’s DAir, only with Blaster-Tron facing forwards rather than towards the screen. This behaves like a stall then fall, with Blasty pausing in the air for a moment, before falling down, activating the hitbox. This is comparable to Link’s DAir as well, rather than something like Toon Link’s DAir, with Blaster-Tron going directly through the opponent rather than bouncing on them. It does come out at a slightly slower speed, however.
- Also like Link’s DAir, this functions as a Meteor Strike as well, meaning the knockback can be fairly great if hit in the right way. Unlike Link’s attack, however, this is a pure stall then fall, Blasty not being able to move once the attack is activated. If the Meteor Strike does hit, Blaster-Tron will bounce off of the opponent rather than go through them, but either way using it off-stage is generally not recommended, unless you’re planning to suicide. The attack deals 14% damage, and backwards knockback if the Meteor Strike
- doesn’t hit.
- As a sword based attack, this also has a special interaction with the charges. When the sword strikes into the ground, Blaster-Tron will create a small shockwave on either side of himself, represented by two purple pulses popping up from the ground. These pulses are rather small, 1/3rd of a Battlefield Platform each, but deal 7% damage, with decent upwards knockback. This functions mostly as a way to clear out opponents surrounding you, or making up for a missed attack. The endlag to the attack is bad, however, meaning you can’t follow up with a combo.
- Section: Grab Game
- Grab & Pummel: Beam Snare
- Instead of grabbing forwards with his oversized mitts, Blaster-Tron will shoot a quick beam of electricity out of his antenna. When it hits an opponent, they will become stunned, and lifted off the ground by the beam. During this time, Blaster-Tron barely moves out of his idle animation, though the attack is fairly telegraphed. It’s a slower grab, and highly telegraphed, however.
- This is one of the stronger grabs in the game, however, taking 1.5x the amount of usual mashing to escape from it in comparison to most other grabs. This makes up for the pummel, which consists of a very brief surge of electricity that deals 1%. Unlike most weaker grabs, this behaves like a normal pummel, so you won’t be able to get as many as you might like out.
- Forward Throw: Blast and Back Again
- Blaster-Tron lets the opponent go from his beam trap, and quickly swings his sword into them, launching them off. This is an incredibly basic throw, and causes 6% damage with knockback that can only KO at 170%. So, this is basically worthless, right? Well, Blaster-Tron has an extra bit of animation at the end of the attack, where he quickly jabs it in the opponent’s direction, though obviously it doesn’t do anything. It isn’t even a hitbox if another opponent is in range of it.
- This is because it specifically ties into the charge mechanic. It’s a sword based move, so of course it uses it. When this version of the attack is used, the opponent will actually take set knockback, launching them up in the air much like in Fox’s BThrow. This deals set knockback, however, forcing the opponent about 2.5 Warios in the air. Blaster-Tron then thrusts his sword forwards and shoots a laser out. This is more comparable to Falco’s BThrow, as the laser actually deals knockback. Specifically, the laser deals 6% damage on top of the 6% already caused, and deals knockback that KOs at 120%, making it a much better option for actually KOing opponents. This only uses one charge.
- Up Throw: Rocketeering
- Blaster-Tron, with the opponent still trapped by the beam, suddenly cancels the beam out, tossing the opponent up into the air. He then activates his jetpack, launching himself up into the air. The toss from the beam slightly launches the opponent above his head, with the rocket boost acting as the actual hitbox, launching the opponent at a directly upwards direction.
- This is below average for a throw, though it deals a decent 8% damage, the knockback can only really KO past 150%, giving it rather limited utility on that front. However, once the attack is finished, Blaster-Tron will still remain in the air, and can even use his second jump, allowing him to follow after the opponent and deal a swift air combo to them to rack up more damage.
- Back Throw: Do the Robot
- Blaster-Tron starts to lean downwards at a very awkward and stuff pace, imitating the robot dance, taking a few moments to fully bend over. During this, the opponent, still trapped in the beam, will move downwards alongside Blasty. Once Blaster-Tron reaches his apex, he will then jolt back up, launching the opponent off in the actual throw part of the attack. This is a fairly standard throw by itself, having directly backwards knockback and dealing 9% damage.
- The gimmick with this attack relates directly to the animation. Blaster-Tron bends downwards in junctures, pausing every few frames before moving on. There are three specific moments, the first being one where he stops at a 160-degree angle. This is followed by a 125-degree angle, and then a full 90-degree angle. At any of these points, you can press the attack button to activate the attack from there.
- Each drastically changes the knockback of the move. The 160-degree on will fling the opponent straight upwards, and the 125-degree bend will fling the opponent at a more diagonal-upwards direction. The only one that doesn’t change is the 90-degree angle, that being the throw’s default end point. The throw is laggy because of this, but the ability to end it early can certainly protect from any potential threats remaining on the stage.
- Down Throw: Shock Therapy
- Blaster-Tron releases the opponent from the beam, leaving them on the ground in front of him. He them slams his sword into the opponent, launching them off. This acts mostly as a fairly standard throw for the most part, hitting for a respectable 8% damage with harsh upwards knockback that can KO at 130%. It comes out a lot faster than you’d expect, though the start-up manages to be laggier than the rest of the move.
- Since this attack uses Blaster-Tron’s sword, this attack uses the charge effect. Instead of just slamming the opponent with his blade, Blaster-Tron will now hold it over the opponent, and let out a spark of electricity. This deals a rapid series of hits to the opponent, totalling in at 12% damage. This happens over the course of only a few frames, though it is significantly laggier than the normal version of the attack. The knockback is much stronger at well, KOing at 100%, making this one of Blaster-Tron’s strongest attacks.
- Final Smash:
- Kaiju Believe It!
- Blaster-Tron has the Smash Ball! When used, it will trigger a brief cinematic scene, where Blaster-Tron raises his fist up in front of a purple background, flying towards the screen. When it cuts back, Blaster-Tron has become a GIANT! Roughly around the size of what Giga Bowser would be if Bowser was the size of Wario. As soon as it returns to gameplay, Blaster-Tron pulls out a large future-y looking gun. After that, you regain control.
- Blaster-Tron can stomp around the arena like the giant mech he now is, moving at a fairly mediocre speed, even slower than his usual walk speed. His steps actually cause a short hitbox at his feet, similar in size to the Down Smash’s launching field, though these deal 4% damage and normal upwards knockback. This isn’t likely to kill any opponent, but Blasty still has some tricks up his space-age sleeves.
- Blaster-Tron has two more attacks using his attack buttons. For the standard attack button, he’ll fire out a quick blast of energy from his gun, forming two large energy balls that fly forwards in a criss-crossing pattern. They’re very large, making them hard to dodge.
- Each ball deals 5 hits of 5% to any opponent that gets ensnared by them, with the last hit launching them out with upwards knockback.
- The special attack button is here too, and pressing that will cause Blaster-Tron to fire out a massive laser beam from his gun, around the size of Samus’ Zero Laser (Though that’s only because its already so large, if he used it normally it would be much smaller). It behaves pretty much the exact same way, though Blaster-Tron can’t aim the laser beam up and down. It deals rapid hits of 3%, trapping the opponent before firing them off.
- During the time the Final Smash is active, Blaster-Tron is also surrounded by his Holo-Shield, completely protecting him from danger. Though, this is more of an aesthetics thing, as he would be invincible without it as well. Opponents can still move through the shield as well. Another bit of aesthetic note is that the borders of the screen gain purple wavelength details, and they tint the edges of the screen purple slightly.
- The Final Smash lasts around 12 seconds before it runs out. Once that happens, Blaster-Tron will instantly start shrinking back to his normal size, and quickly put his gun away, pulling his sword back out in the process.
- Section: Extras
- Entrance: Blaster-Tron appears in a burst of yellow light, flying with his jetpack. He slashes his sword two times and says his catchphrase before landing.
- Boxing Ring Title: Master of Blaster
- Up Taunt: Blaster-Tron shoots a small purple orb from his antenna, which floats up and explodes into fireworks.
- Side Taunt: Blaster-Tron lets out a quick piece of dubstep music, banging his head along with it. While he’s doing this, his face will pulse along with the music.
- Down Taunt: Blaster-Tron enters sleep mode for a moment, all of his lights going out. He then quickly wakes up and glances around a few times.
- Victory Pose A: Blaster-Tron floats down with his jetpack, and touches the ground, pulling out his sword as the freeze frame hits. He then slashes his sword forwards.
- Victory Pose B: Blaster-Tron presses some buttons on his gun, and aims it at the camera as the freeze frame hits. He then pulls it back and holds it upwards.
- Victory Pose C: Blaster-Tron holds his blade towards the sky in both hands, a purple light shining down as the freeze frame hits. He remains in this pose.
- Losing Pose: Blaster-Tron robotically claps his hands at an awkward pace.
- Costumes
- 1 – Future Finish: Blaster-Tron’s standard futuristic purple coloring.
- 2 – Blaster-Tron 2.0: Blaster-Tron’s color scheme becomes several different shades of blue and white, though his red eye-face remains the same.
- 3 – The Other Tron: Blaster-Tron’s coloring becomes a series of different shades of neon blue, including his line eye thing, mimicking a certain other cyber-hero.
- 4 – Blaster-Kun: Blaster-Tron’s color scheme becomes noticeably lighter, becoming much more pink.
- 5 – Blaster-Robo: Blaster-Tron’s colors become more harsh red, with white and yellow highlighting.
- 6 – Heavy Metal: Blaster-Tron becomes a duller red, along with black and grey highlights, matching Wolfgang.
- 7 – The Future is Learning: Blaster-Tron’s color scheme becomes almost entirely black with gold highlights.
- 8 – Electro-Lights: Blaster-Tron becomes nearly entirely white, with yellow highlighting.
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