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ProfLexicovermis

Star Fox Reject

Jan 18th, 2018
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  1. [Center][FONT=Arial][SIZE=10][COLOR=#6B49AA]Anaxa, the Aspect of Space[/COLOR][/SIZE][/FONT][/center]
  2.  
  3. Anaxa is an anthropomorphic black rabbit clad in a vaguely realistic space helmet. Her visor is constantly tinted purple with an eerie light, and her face is not visible in any camera angle. Keen eyes will notice an unfortunate crack running through this glass visor. Anaxa's time spent drifting aimlessly in space has... changed her. She wields unusual powers thanks to her status as the Aspect of Space; they include things like creating black holes, manipulating stars, and even creating new galaxies. Despite having this amazing ability to create new worlds, Anaxa seems to be indifferent to them at best and flat out destructive towards them at her worst. Some of her animations suggest that she may or may not be in full control of her situation. Her limp, ragdoll-like movements also suggest this.
  4.  
  5. Anaxa was the leader of a race of rabbitfolk living on a Moon. Not necessarily THE moon, just one of many in the cosmos. She studied Earth/PNF-404/Whatever planet Smash Bros takes place on from afar for quite some time, and got the urge to visit it. With the aid of her subjects, she designed a helmet that would allow her to travel through the void of space safely (more or less). Unfortunately for her, she underestimated the time it'd take to arrive at her destination. Anaxa floated through space, alone with her thoughts, for an unknown length of time. Apparently SOMETHING happened to her en route, as her eventual arrival revealed. She now has unusual, vaguely Eldritch powers over space itself, a warped mentality, and apparently some physical changes as well.
  6.  
  7. Anaxa is one of several characters from Aspect Ratio, an original universe of mine that is heavily inspired by Rivals of Aether.
  8.  
  9.  
  10. [Center][FONT=Arial][SIZE=6][COLOR=#6B49AA]Spacey Stats:[/COLOR][/SIZE][/FONT][/center]
  11.  
  12. Height: Almost Rosalina
  13. Weight: Just above Jigglypuff
  14. Ground Speed: Villager
  15. Air Speed: Jigglypuff
  16.  
  17. Anaxa is rather sluggish on the ground, floating along as though still in space. Interestingly, she puts in no apparent effort to moving forward; instead her animations suggest she merely bobs in place as some invisible force pulls her along. In the air, however, she has much more impressive mobility, easily amongst the best in the game. Her jumps are both fairly high and "floaty" like the PSI users'. Her grounded jump animation actually has her kick off the floor, but her double jump has her simply go more limp than usual as SOMETHING pulls her upwards... Anaxa also boasts a very slow fall speed; as if gravity doesn't work particularly well for her. Despite this, her fastfall is nearly on par with that of Fox. Her fastfall actually has a visual effect, with her seeming to enter terminal velocity, complete with faint purple fire on her feet. This doesn't actually do anything, however. Anaxa is tall and lanky, nearly rivaling fellow space-enthusiast Rosalina. Her ears actually make her a bit taller, but they are not considered part of her hurtbox. Her time in space has apparently reduced her down to nigh weightlessness, and so she is very light; only slightly heavier than Jigglypuff.
  18.  
  19.  
  20. [Center][FONT=Arial][SIZE=6][COLOR=#6B49AA]Major Mechanic: Galaxies[/COLOR][/SIZE][/FONT][/center]
  21.  
  22. Anaxa's unusual abilities allow her to create up to two galaxies using her Tilts. These galaxies, codenamed 10-5-6-6 and 7-5-15-6-6, are large, purple swirls of stars and planets that are roughly Kirby's size. Despite having two separate codenames, they behave identically and look identical. All of Anaxa's tilts will create a galaxy, with the oldest vanishing if two are out already. When a galaxy is created, it will glow brilliantly and swirl rapidly for a half second. During this time, the galaxy acts much like a Bumper, dealing 8% and moderate radial knockback to anyone besides Anaxa. Once this half second ends, the galaxy ceases to act as a hitbox, and merely floats in the "background." These galaxies are fairly important to Anaxa's fighting style, but we'll get to that in a bit. For now, just know that anything with a [COLOR=#6B49AA]purple[/COLOR] aura will travel between two galaxies if two are available. Certain objects can remain in limbo "between" galaxies if only one exists; these objects will point that out in their description if applicable. Know that this state of limbo always lasts for 3 seconds or until a new galaxy is created.
  23.  
  24.  
  25. [Center][FONT=Arial][SIZE=6][COLOR=#6B49AA]Stellar Specials[/COLOR][/SIZE][/FONT][/center]
  26.  
  27. [Center][FONT=Arial][SIZE=4][COLOR=#6B49AA]Neutral Special: Fatal Attraction[/COLOR][/SIZE][/FONT][/center]
  28.  
  29. With startup not unlike that of Palutena's Heavenly Light, Anaxa's body goes limp as she raises a hand above her head. Suddenly, a small black hole forms in the palm of this hand! By default, this black hole will remain open for a quarter second, but holding B can keep it open for a full second, no longer. Limitations such as these are irksome, but they are also what drives us to push ever further in our endeavors. The black hole closes very quickly, but Anaxa suffers a notable amount of endlag as she picks herself up.
  30.  
  31. While it's open, the black hole attracts enemies and galaxies alike. It does not, however, affect projectiles, at least, not the foe's. Anaxa's own projectiles will be pulled in as well. In a way, this is a poetic illustration of the common Zoner's intimate fear of approaching confrontations. Fascinating. Enemies are pulled towards the black hole at Bowser's dash speed, and can resist the pull by simply dashing away from it. Should a fighter find themselves pulled into the black hole, they will suffer 13% damage. Anaxa will then clench her fist, forcibly collapsing the black hole to launch the victim straight upwards with light-moderate knockback. A different upwards angle can be chosen using the analog stick, if you so desire, but doing so implies a lack of trust in the will of the cosmos.
  32.  
  33. Anaxa's galaxies are pulled in at a much more expedient rate, traveling at Pikachu's dash speed. This is because, as is well documented, galaxies are in fact less dense than the average human. Should a galaxy be pulled in, Anaxa performs the same animation. However, the sheer force of the collapsing black hole will detonate the galaxy into a blast of cosmic power. This blast is nearly Bowser sized, and deals a staggering 25% and moderately high knockback. However, this requires Anaxa to sacrifice a galaxy, have one out in the first place, and grab it instead of an opponent. It also requires the foe to be relatively close to her. If she has a galaxy nearby, it may well be in the foe's best interest to hop into the black hole themselves. This blast can also occur if her two galaxies collide while traveling, but this will completely nullify her setup. Is it worth it? In a cosmic sense, it's debatable.
  34.  
  35. "Black holes are often reviled as dangerous phenomena. However, this is little more than sensationalism. My people have inhabited holes for centuries; why should we fear them now? Now. Ow. Ow? Something... feels off. ...must be my imagination."
  36.  
  37. [Center][FONT=Arial][SIZE=4][COLOR=#6B49AA]Side Special: Directing the Stars[/COLOR][/SIZE][/FONT][/center]
  38.  
  39. Anaxa's visor glows with a piercing violet light for a startup equal to Duck Hunt's Clay Toss. Once this startup ends, she places her hands to the sides of her visor before performing a gesture that will be very familiar to fans of Nintendo Directs. This gesture will launch a Turnip-sized purple star from her visor, after which she'll suffer a moment of endlag as she vacantly waves goodbye to the star. Shooting stars accelerate as they fly, starting at around Mario's dash speed and capping at nearly Sonic's dash speed when they've traveled a Final Destination. What a misleading name for an area. As long as one keeps their mind open, there is no such thing as a final destination...
  40.  
  41. Shooting stars deal the same damage and knockback regardless of their speed: 12% and moderate knockback. This unusual consistency is one of many mysteries relating to the cosmos...
  42.  
  43. Normally it'd appear that these stars have no hope of reaching their full speed. However, launching them through a galaxy will cause them to instantly fly out of the other galaxy. If only one galaxy exists, the shooting star will vanish into the ether, entering limbo. After limbo ends, the star will be launched out from the galaxy it entered or the new galaxy, respectively. This way Anaxa can more easily direct the stars. More interestingly, traveling between galaxies will cause the stars to speed up as if they had traveled half of Final Destination. Because of this, it may be wise to make use of galaxies simply to expedite the travel of stars. Doing so, however, requires you to be willing to meddle in the affairs of stars. Are you willing to do that...?
  44.  
  45. As mentioned above, Anaxa's projectiles can be pulled in by Fatal Attraction. Shooting Stars are no exception. Should a star be fully pulled into the black hole, it will be compressed greatly, forming it into a rapidly spinning, purple pulsar. This pulsar is slightly larger than a Turnip, because, as is widely known and accepted, objects compressed by a black hole actively increase in size. Pulsars remain hovering where they were born for roughly 10 seconds. While active, they behave as a rather strange trap. Contact with one will cause a foe to take 12 rapid hits of 1% and cause them to be "pulled" into the center of the pulsar. Once these hits occur, the pulsar will release a small, localized blast of energy that deals no damage, but moderately high knockback. There is a very small delay between the end of the suction effect and the blast, barely notable. A pulsar can only be used once, after which it returns to the void.
  46.  
  47. Pulsars can be pulled with Fatal Attraction as well. This allows fine tuning of their placement. Should one be pulled into the black hole fully, it will be converted back into a shooting star, and launched forward at the speed it reached before becoming a pulsar. What a fascinating process.
  48.  
  49. "Scholars have attempted for ages to count and catalog the stars that bloom all across the universe. This is a fool's errand, as stars are constantly being born and dying. In an effort to aid in this futile cataloging, I have taken it upon myself to witness the birth of new stars personally. It is apparently ill-advised to observe such wonders with no eye protection, but I am confident that my helmet's visor will suffice."
  50.  
  51. [Center][FONT=Arial][SIZE=4][COLOR=#6B49AA]Up Special: Voidwalker[/COLOR][/SIZE][/FONT][/center]
  52.  
  53. With similar startup to Farore's Wind, a purple, starry aura surrounds Anaxa, who seems to desperately attempt to remove her helmet. She then vanishes altogether. After a very short delay, she reappears from one of her galaxies, apparently no worse for wear. This is an extremely straightforward teleport recovery, with the ability to input left or right to choose which of your two galaxies you want to teleport to if you indeed have two out. If no selection is input, this defaults to the nearest galaxy. This Up Special is a good way to escape pressure... which is a valuable asset, since air pressure is the main detriment standing in the way of a proper Voidwalking experience. Anaxa does not enter helpless the first time she uses this in air, but DOES on further uses; this refreshes when she lands. Though, arguably anyone with sufficient knowledge of proper Voidwalking protocol is never truly helpless.
  54.  
  55. If no galaxies exist, the startup of this is increased negligibly as Anaxa tosses a purple orb of energy skyward, creating a galaxy roughly two Ganons above her. This particular galaxy doesn't have the lingering hitbox the others have, being purely for recovery purposes. This "emergency galaxy" WILL put Anaxa in helpless, but will then act as a normal galaxy after the initial usage. It may seem arbitrary to label this identical galaxy as something different than its brethren, but rest assured that it's better this way.
  56.  
  57. There's one final trick up the cosmonaut's nonexistent sleeves, however: press Special again during this move's startup, and Anaxa will instead warp a dying star to the chosen galaxy. This star will pop out of the galaxy very briefly before exploding into a starry burst the size of a fully charged PK Flash. This sneaky blast hits rather hard (20% and moderately high knockback), but destroys the galaxy used, setting Anaxa back a bit in her setup. Is it truly a setup, though? Surely "star system" would be a more appropriate term for what is being created here?
  58.  
  59. "More traditional Voidwalkers frown upon them, but I highly advocate the usage of galaxies as makeshift shortcuts when traveling. Shortcuts... I suppose that's a misnomer considering that using a galaxy as a jump point merely fires one's body across an unfathomable distance in a matter of moments. This has no apparent adverse effects, though I have noted some occasional difficulties with breathing mid-jump. I find that simply removing all breathing apparatuses before making a jump will make the process much more pleasant."
  60.  
  61. [Center][FONT=Arial][SIZE=4][COLOR=#6B49AA]Down Special: Cometose[/COLOR][/SIZE][/FONT][/center]
  62.  
  63. Anaxa, from her normal limp stance, arches her back to painful levels, effectively reversing her usual pose. In the meantime, a lavender comet appears directly above her, roughly as high as Pikachu's Thunder cloud. Holding B will cause the comet to hang there, gathering purple energy. Once B is released, the comet plummets downward at a 45 degree angle as Anaxa violently snaps back into her normal stance with a loud SNAP. Depending on the charge time, the comet will fall at Kirby's dash speed or as fast as DK's dash. As it travels, it slowly accelerates, eventually capping at just above Sonic's dash after falling 7 Ganon heights. One may wonder why the comet cannot be charged to its full potential to begin with. That is a mystery for the ages. The comet's strength increases accordingly, going from 7% and light-moderate knockback all the way up to 20% and high knockback. Up to two comets can exist at once, and they last indefinitely. Upon hitting a foe or the ground, comets will burst into ice and rock, ending their flight tragically.
  64.  
  65. As with Anaxa's shooting stars and other projectiles, comets can enter galaxies. They'll pop out of the destination galaxy, still falling, and will be treated as if they had fallen a Ganon in the meantime. Seems like a short distance to travel, all things considered, doesn't it? Comets are also eligible to be held in limbo if only one galaxy exists. In this case, they will accelerate as if they had fallen a Ganon for every second they were in limbo, for a maximum of 3 Ganons.
  66.  
  67. Comets can also be pulled in with Fatal Attraction; pulling one into the black hole will have Anaxa perform the usual animation, and launch the comet towards the nearest foe at its current speed. It'll now fly at this new angle until it hits something, exits the screen, or is pulled in again.
  68.  
  69. "Comets are cool. Literally, in the temperature sense, that is. They ARE made up of ice, after all. They tend to follow one path forever and ever and ever and ever and ever and ever and- Until something, or someONE knocks them off this path. I rather enjoy doing this; it's like a massive game of billiards! One time, a comet I interrupted hit a rather small planet. I wonder if anyone lived there...?"
  70.  
  71. [Center][FONT=Arial][SIZE=6][COLOR=#6B49AA]Starlit Standards[/COLOR][/SIZE][/FONT][/center]
  72.  
  73. [Center][FONT=Arial][SIZE=4][COLOR=#6B49AA]Jab: Passive Aggressive[/COLOR][/SIZE][/FONT][/center]
  74.  
  75. In what seems to be a rather straightforward Jab combo, Anaxa punches twice, then winds back for a third swing. As she does so, a burst of cosmic energy occurs in front of her, knocking enemies away as she swings at nothing with some apparent confusion. Though it can very easily be argued that she doesn't swing at "nothing," as air is something.
  76.  
  77. The first two hits of this combo deal 2% and 3% respectively, and practically no knockback. The cosmic blast deals 6% and decent knockback for a Jab. Despite it usually whiffing, Anaxa's final punch can land against foes who dodge the cosmic blast; it deals 5% and light knockback. Since this is not a Tilt, it does not create a galaxy. In some sense, this is a good thing, as it gives Anaxa a means of getting opponents away from her without jeopardizing her setup.
  78.  
  79. "I've found that occasionally my efforts will produce results earlier than expected. A lesser mind might attribute this to some supernatural force, but I am above that superstitious thinking. It is patently obvious to me that there is a logical explanation to this, and that explanation is... is... is.........."
  80.  
  81. [Center][FONT=Arial][SIZE=4][COLOR=#6B49AA]Forward Tilt: A Crack in Space[/COLOR][/SIZE][/FONT][/center]
  82.  
  83. Anaxa starts to wind back for a punch, then stops as her helmet's visor flickers violently. She tilts her head in confusion as a blast of cosmic energy (similar in size and shape to ROB's F-Smash) is fired from said visor. This is a rather straightforward Tilt in terms of speed, with the benefits of range and being able to angle the beam. The blast deals 9% and light-moderate knockback. Once the blast ends, Anaxa has a short bit of endlag as she reaches up and manually "untilts" her head. A very faint, but chilling CRACK can be heard as she does so. This is of course, nothing to be concerned about.
  84.  
  85. This move creates a galaxy in front of Anaxa, with it forming at the very tip of the blast. Visually, the blast seems to "swirl" into the form of a galaxy. This is Anaxa's main method of creating galaxies, and is a fairly simple and reliable move. Though perhaps the creation of a galaxy shouldn't be called "simple."
  86.  
  87. "I've heard that awful CRACK again. That sound seems to follow me wherever I go. I haven't yet worked out what produces it, but it almost puts me in mind of... a bone breaking. Breaking... new ground in Voidwalking techniques, the generation of new galaxies is sure to put a pep in your step and a CRACK in your neck."
  88.  
  89. [Center][FONT=Arial][SIZE=4][COLOR=#6B49AA]Up Tilt: Arc Angel[/COLOR][/SIZE][/FONT][/center]
  90.  
  91. In a move comparable to Villager's U-Tilt in speed, Anaxa waves a hand limply over her head. One finger is extended, and glows with purple energy. This motion creates an arc of purple stars over Anaxa's head, which lingers for a negligible amount of time before rapidly spiraling into a new galaxy. This tilt deals 7% and light upwards knockback, and it's rather good at protecting Anaxa from airborne threats. Though, one so in tune with with the cosmos shouldn't fear anything airborne anyway.
  92.  
  93. Obviously, this move creates a galaxy above Anaxa. Though, that's not all it's good for. There is also a sweetspot, on Anaxa's actual hand. This hitbox is very small, and requires nigh-perfect timing to land. Should it successfully connect, however, the tilt will deal a vastly increased 20% and moderately high upwards knockback, becoming a deadly kill move at the cost of not generating a galaxy above Anaxa. Tradeoffs like these are unfortunate, but a necessary evil in life.
  94.  
  95. "Curiously, the arc seems to be an important shape on a cosmic level. Close observation of the shape of the universe reveals countless arcs, surprisingly. In an attempt to better understand this, I decided to attempt to trace one of these arcs myself. The results were... unexpected, but not entirely negative. One thing I've noted is that these small localized galaxies always seem to be on the move; I wonder if they're following me...?"
  96.  
  97. [Center][FONT=Arial][SIZE=4][COLOR=#6B49AA]Down Tilt: Disc Whirled[/COLOR][/SIZE][/FONT][/center]
  98.  
  99. From her awkward, ragdoll-like crouch, Anaxa performs a gesture not unlike tossing a frisbee. This has about as much lag as Villager's D-Tilt, and in fact actually DOES launch a short ranged projectile, in the form of a disc of energy. This Clay Shoot-sized disc flies forwards just above the ground for about 1.5 Battlefield platforms, then bursts into a new galaxy. Should it contact a foe, it'll deal 6% light knockback, creating a galaxy wherever it collided. This allows for a bit more fine-tuning in your galaxy placement, but requires the cooperation of your foe. Surely they'll be willing to aid your noble cause?
  100.  
  101. Should this disc of energy enter a galaxy, it obviously won't create one upon emerging. Instead, the destination galaxy will fire off a short-ranged omnidirectional spread of stars. This spread covers slightly more than a Kirby, and deals 10% and light-moderate knockback. If this enters a galaxy, and there is no second galaxy available, the solitary galaxy will fire off the spread after a delay of 3 seconds. Alternatively, the creation of a new galaxy will immediately fire the spread from that new galaxy. Strange how a newly formed galaxy immediately links to an old one, isn't it...?
  102.  
  103. Being a projectile, this is affected by Fatal Attraction. Of course, its limited range means that this isn't very useful. Though, it can be used to make galaxies a decent ways off the ground. How strange, to think of galaxies being close to ground... Should a disc be fully pulled in to the black hole, it'll explode into an exaggerated version of the star spread, dealing 13% and moderate knockback, while covering 1.5 Kirbys. Normally, this will only occur if Anaxa immediately uses Fatal Attraction after D-Tilt.
  104.  
  105. "Interestingly, practically all galaxies are disc-like in shape. This to me suggests that all disc-shaped objects must be galaxies in their own right. That would make sense; how else do CDs contain their own worlds of sound? Following this flawless logic, it stands to reason that the usage of a disc can facilitate the creation of a new galaxy. If my hypothesis is correct, then all I need to do is..."
  106.  
  107. [Center][FONT=Arial][SIZE=4][COLOR=#6B49AA]Dash Attack: Redoubled Efforts[/COLOR][/SIZE][/FONT][/center]
  108.  
  109. With a very brief pause in momentum, Anaxa glows purple before suddenly being thrust forwards at nearly double her usual dash speed. She'll travel about 1 Battlefield platform at this speed, then will suffer endlag comparable to Luigi's Dash Attack. While she's glowing, Anaxa's person deals 9% and light-moderate knockback. This does not create a galaxy. Unfortunate, but not all attacks can be so productive. Interestingly, Anaxa has no apparent animation, apparently not making any effort during this move...
  110.  
  111. Should Anaxa have two galaxies out, she can use this attack to dash between them. Simply contact a galaxy while glowing, and Anaxa will enter it before instantly popping out of the other one, still in this move, even in air. This can be a sneaky way to traverse the stage or slam into aerial foes. It can also be a good escape tool if you're being pursued. None of the other Smash combatants are capable of following her, it seems; perhaps they're afraid of proper Voidwalking? Note that this only works with two galaxies out, and Anaxa will always pop out of the other galaxy. Thus, it's simple to deduce where she'll appear.
  112.  
  113. "Sometimes, it seems that my travel simply speeds up. I assume this is all in my imagination, as I have made no conscious effort to expedite my travels. I wonder if perhaps it isn't me that's speeding up, rather, the celestial bodies around me...? What a bizarre term, celestial bodies. They certainly don't resemble bodies."
  114.  
  115. [Center][FONT=Arial][SIZE=6][COLOR=#6B49AA]Celestial Smashes[/COLOR][/SIZE][/FONT][/center]
  116.  
  117. [Center][FONT=Arial][SIZE=4][COLOR=#6B49AA]Forward Smash: Remnants of Ill Fated Journeys[/COLOR][/SIZE][/FONT][/center]
  118.  
  119. During charging, Anaxa waves her hands around mystically as her visor glows with purple light. As she does so, a ball of space junk begins forming in front of her. Though, seeing as all planets are in space, technically ALL junk is space junk. This Smash behaves similarly to Corrin's, dealing rapid hits of 1% to anyone who walks into the junk while it's being charged. Once the charge is released, Anaxa simply stops her gesturing, pausing for a moment before letting her arms fall limply back to her sides. In the meantime, the space junk sets off, flying forwards at Ganon's dash speed. The junk ball varies in size depending on charge, ranging from a Turnip to a Kirby. However, as it travels, it will slowly grow larger and larger, capping at two Bowsers. Its damage and knockback also increase as it grows, capping at 25% and high knockback. However, to reach this potential, it will have to travel nearly double Final Destination's length. Space junk lasts indefinitely, and Anaxa can only have one out at a time. Using this Smash with one out will instead create a small burst of cosmic energy, which deals 7-12% and light-moderate knockback.
  120.  
  121. The obvious use of this is to launch a ball of junk into a galaxy. This will allow Anaxa to keep it in play, increasing its power and allowing her to direct it towards her foes. There is also the matter of using Fatal Attraction to draw this junk in. Doing so can make it considerably harder for a foe to dodge. But, as with all things in life, it is never impossible to dodge. Should a ball of junk be pulled into a black hole, it will explode, sending shrapnel out in the 8 Cardinal directions. This shrapnel deals 10% and moderate knockback, with the exact size of each piece varying depending on the size of the junk ball. This is an excellent way to get extra mileage from junk, but it requires you to be willing to sacrifice it. My, isn't it odd to imagine having difficulty parting with trash?
  122.  
  123. "Junk. There's... quite a lot of it out there in the Void. Apparently some fear that colliding with any of it could cause major bodily harm or even death. What superstitious nonsense. A particularly small piece of it struck my helmet recently, and nothing happened. I'm perfectly fi$3$;);$3&!4ne."
  124.  
  125. [Center][FONT=Arial][SIZE=4][COLOR=#6B49AA]Up Smash: The Pursuit of Happiness[/COLOR][/SIZE][/FONT][/center]
  126.  
  127. During the charge animation, a planet roughly Kirby's size appears next to Anaxa. She proceeds to absentmindedly rub her hand on it as though it were a dog, before suddenly snapping her fingers when the charge is released. Once this happens, the ringed planet suddenly jolts upwards, making an initial hitbox that covers a varying amount of height depending on the charge; it ranges from about a Pikachu above Anaxa's head to double that. Once the planet reaches its peak, it will begin homing in on the nearest opponent at Luigi's dash speed. This speed is constant, regardless of charge, but the planet will deal 9-14% and light-moderate to moderate knockback depending on charge. This also applies to the initial attack, and the planet will explode and vanish if the initial hit connects.
  128.  
  129. The planet can travel through galaxies just like any of Anaxa's other projectiles. In fact, if an opponent is far enough away, it will alter its path to make use of available galaxies as shortcuts. What a smart little planet! It can also be pulled in with Fatal Attraction; pulling it in successfully will cause the rings to "explode" outward into an infinite range, horizontal hitbox situated directly above Anaxa. This ring explosion deals 10% and moderate knockback, but is only as thick as a crouching Kirby.
  130.  
  131. "Recently, I have taken on a pet in my travels. He is very loyal, and intelligent to boot. His coat... is a bit craggy and unpleasant. He's a bit round, too; I shall have to put him on a diet when I get h$:?me. But, nonetheless, I love him. He's so... adorable, as unscientific an analysis as that is. I hope he'll stick with me for the long run."
  132.  
  133. [Center][FONT=Arial][SIZE=4][COLOR=#6B49AA]Down Smash: Echoes, Heard Round the Universe[/COLOR][/SIZE][/FONT][/center]
  134.  
  135. In the charge animation, Anaxa goes even more limp than usual, practically melting into a heap on the ground. This actually shrinks her hitbox by a considerable margin, so C-Sticking this can actually help her avoid some attacks. Once the charge is released, she will tentatively knock on the floor with a fist. Depending on charge, she'll knock 1-3 times, with each one creating a purple shockwave that travels forward across the ground. The first one will be as thick as a crouched Kirby, the second double that, and the third double THAT. They all travel at Mario's dash speed and cover infinite ground. Anaxa suffers some endlag as she picks herself up, so this isn't all that spammable. The shockwaves deal 7%-12% each depending on charge and moderate knockback regardless of it.
  136.  
  137. Rather than the shockwaves entering and warping between galaxies, this move is a bit more straightforward. If any galaxies are out, they will pulse with purple energy each time Anaxa knocks, creating hitboxes around them that deal 7-12% and moderate knockback. Simple, effective, and potentially a great boon to her offense. The shockwaves are unaffected by Fatal Attraction. Rather unfortunate, wouldn't you agree?
  138.  
  139. "Knocking? Where could that be coming from...? I hear it all the time, lately. Knock. Knock. Knock. I'm tempted, just once, to call out 'who's there?', but I know good and well who's responsible for the sound. It's me."
  140.  
  141. [Center][FONT=Arial][SIZE=6][COLOR=#6B49AA]Anaxagoran Aerials[/COLOR][/SIZE][/FONT][/center]
  142.  
  143. [Center][FONT=Arial][SIZE=4][COLOR=#6B49AA]Neutral Aerial: A Sudden Burst of Enlightenment[/COLOR][/SIZE][/FONT][/center]
  144.  
  145. Unusually for an N-Air, this is one of Anaxa's laggier moves. When it is input, she clutches her head as a purple circle of energy surrounds her and quickly contracts. Then, after a fairly long startup, a blast of energy surrounds her body as she goes limp. This blast deals 14% and high knockback, being one of Anaxa's most direct kill moves. This move has notable lag on both ends, as well as high landing lag, so don't get too enthusiastic about spamming it. Moderation is important.
  146.  
  147. Using this while overlapping a galaxy will destroy said galaxy in exchange for increasing the size of the hitbox considerably. The power does not change, nor the lag. As long as any part of Anaxa is overlapping the galaxy, this effect will take place.
  148.  
  149. "The cosmos are very volatile. Explosive, even, at times. These occasional blasts of cosmic energy are among the least dangerous events I've witnessed, as they are entirely harmless, it seems. Very beautiful to witness, however. It seems that, by merely sacrificing a handful of stars and planets, one can greatly increase the spectacle of these blasts. I fully endorse this, as a cosmic blast is a sight everyone should see."
  150.  
  151. [Center][FONT=Arial][SIZE=4][COLOR=#6B49AA]Forward Aerial: A Delightfully Ghastly Visitor[/COLOR][/SIZE][/FONT][/center]
  152.  
  153. Anaxa places a hand on her visor as if shading her eyes, then a small purple portal appears exactly a Battlefield platform in front of her. From it, something... inexplicable emerges, slapping the air between Anaxa and the portal. This... horror covers roughly as much distance as Megaman's F-Air, and launches foes back towards Anaxa. Albeit, upwards a bit as well. This awful THING deals 8% in the process, and it typically won't kill.
  154.  
  155. Should Anaxa summon the portal so that it overlaps a galaxy, the abomination will instead manifest from said galaxy. It will now be cloaked in purple energy, and launch foes directly into Anaxa with 9%. The timing and angle of this boosted attack means that it reliably leads into her N-Air, so it may be wise to master the spacing. Ha, spacing in a space-themed set. How fitting!
  156.  
  157. "IT LIVES."
  158.  
  159. [Center][FONT=Arial][SIZE=4][COLOR=#6B49AA]Up Aerial: A Rather Unprofessional Outburst[/COLOR][/SIZE][/FONT][/center]
  160.  
  161. In an Aerial on par with Villager's U-Air in speed and reach, Anaxa suddenly jerks into a rigid, upright stance as a purple ! appears over her head. She then returns to her limp airborne stance for a bit of endlag. This is a very simple Aerial, hitting above Anaxa for 7% and juggling knockback. It's not at all complex, but sometimes simplicity is necessary in this world.
  162.  
  163. This move has one interesting property, and that lies in using it while touching a galaxy. In this case, 3 !'s will appear above Anaxa, widening the hitbox considerably and bumping the power to 9% and light-moderate knockback. Other than that, this move mainly exists to act as a simple U-Air. One good thing, however, is that the hitbox is placed perfectly to catch foes hit by the non-boosted F-Air, making the two moves a handy combo.
  164.  
  165. "In my research, very few things have surprised me. However... those few things managed to shake me to my core. They say nobody can hear you scream in the void, but I do wonder if my surprise is at all noticeable? Surely not. It'd be rather unbecoming of a proper Voidwalker to let surprise show."
  166.  
  167. [Center][FONT=Arial][SIZE=4][COLOR=#6B49AA]Back Aerial: A Minor Setback[/COLOR][/SIZE][/FONT][/center]
  168.  
  169. In a frankly bizarre animation, Anaxa panics and flails her arms as some invisible force yanks her backwards. During this time, a purple aura surrounds her person; this aura is the hitbox of the attack and deals 9% and light-moderate knockback. Say, if there's a purple aura, it's not really an invisible force, is it? Anaxa's arms are also a hitbox, dealing 4% and light knockback. This move is comparable to Corrin's B-Air in terms of speed, and is similarly useful for mobility. This move propels Anaxa at just above her maximum air speed, and the distance can be influenced using the analog stick much like the aforementioned Corrin move.
  170.  
  171. This move is interesting in that the momentum will continue if Anaxa lands during it. The farther she has traveled in this move, the farther she will slide across the stage when landing. Thanks to this, she can shorthop B-Air to mix up her mobility options somewhat. To further facilitate this, this move can warp between galaxies much like Dash Attack; simply B-Air into a galaxy and Anaxa will emerge from the other one, still attacking.
  172.  
  173. "At times it seems that the universe itself is actively working against my progress. It feels as if I am yanked backwards away from my goals. This is, of course, merely a minor setback, and in fact may simply be a psychosomatic effect. I severely doubt the latter, however. I am in impeccable mental condition. ...right?"
  174.  
  175. [Center][FONT=Arial][SIZE=4][COLOR=#6B49AA]Down Aerial: A Rare Display of Force[/COLOR][/SIZE][/FONT][/center]
  176.  
  177. In a motion slightly laggier than Villager's D-Air, Anaxa reels one of her legs back before performing a nasty downward stomp. This stomp doesn't affect her aerial momentum, and has surprisingly good range thanks to her long legs (nearly equal to Ganon's D-Air). It also deals a remarkable 13% and a decent spike. What an unusually brutal attack for a peaceful stargazer... This move has fairly low startup, but some endlag and especially poor landing lag.
  178.  
  179. Should Anaxa's stomp hit a galaxy, she'll "Parry" off of it. Her entire body will be surrounded by a purple aura as she pops roughly a Ganon into the air; the aura will then persist for roughly half a second. During this time, she can enter galaxies by simply falling through them. As with her other moves with this property, Anaxa will instantly appear at the paired galaxy, and this only works if she indeed has two galaxies out. Master the use of this stomp and its properties and Anaxa can remain airborne for greatly extended periods of time.
  180.  
  181. "Oddly enough, galaxies are very much physical objects. They can take the force of a blow, and often retaliate with a harmless burst of energy. I've found that strategically striking galaxies can greatly expedite travel. One must wonder if the inhabitants of these galaxies can feel my attacks... Let it never be said that I never left my mark on the world. Or at least... A world."
  182.  
  183. [Center][FONT=Arial][SIZE=6][COLOR=#6B49AA]Galactic Grab Game[/COLOR][/SIZE][/FONT][/center]
  184.  
  185. For her grab, Anaxa suddenly snaps her head upwards as a cloud of cosmic energy appears in front of her. This is identical in speed and reach to Greninja's grab. Considering the sheer scale of the universe, some similarities between two distinct entities are inevitable. Should a foe find themselves captured in this cloud, it will quickly take the form of a large purple hand not unlike Anaxa's own in shape. For her pummel, Anaxa simply... prods the foe as if examining them. When she does so, their body flashes purple as they take 6%. This is a very slow pummel, as proper examination takes time.
  186.  
  187. "Sometimes the beauty of the cosmos just... grabs you. I've seen quite a few individuals in such a state, and it's rather fascinating to witness. Sometimes I can't help but... touch them, just to see if they react. They usually do; I'll never get the screams out of my head."
  188.  
  189. [Center][FONT=Arial][SIZE=4][COLOR=#6B49AA]Forward Throw: Shortcuts[/COLOR][/SIZE][/FONT][/center]
  190.  
  191. Anaxa feebly swings at the foe, missing and spinning around from the momentum. Once she whiffs, the cosmic hand holding the foe tosses them up slightly before swatting them forwards. This throw deals 6% and light-moderate knockback, far from being a kill throw. Considering that she missed, one can only wonder if this throw would be more potent should she connect with her punch...
  192.  
  193. This throw has a nasty secret. If a galaxy is in front of Anaxa, and roughly around the same vertical level as her, the throw changes considerably. Anaxa performs the same animation, but spins more rapidly as she gains a purple aura. The hand will fold into itself, making a portal and dragging the foe through it. After a very momentary delay, the foe is launched out of the galaxy with 9% and moderate knockback. This can be extremely potent with good galaxy placement, but there are caveats. For one, this destroys the used galaxy. This also requires said galaxy to be in a specific location: level with Anaxa and as far from her as possible while being in front of her. This may seem difficult to deal with, but foes will undoubtedly be aware of this tactic. One could easily argue that the resultant hesitance to approach Anaxa is another boon in her toolkit.
  194.  
  195. "It seems that more inexperienced voidwalkers aren't aware that they can utilize galaxies as shortcuts. I pity these people, as this method of travel shaves quite some time off of even the lengthiest journey. Perhaps I should... demonstrate? Though, the last time I did that my pupil never reemerged..."
  196.  
  197. [Center][FONT=Arial][SIZE=4][COLOR=#6B49AA]Up Throw: Liftoffs[/COLOR][/SIZE][/FONT][/center]
  198.  
  199. As Anaxa watches with no apparent reaction, the cosmic hand suddenly transforms into a sort of rocket, with the foe inside. She then waves vacantly as the rocket takes off, carrying the foe upwards about a Ganon. Once there, it detonates, launching them farther upwards with a purple aura, 7% damage, and light-moderate knockback. This is a fairly useful throw, especially near the top blastzone. It's rather interesting that this throw utilizes the shape of such primitive tech. Surely there exists a better form to use...?
  200.  
  201. This throw interacts with galaxies, should two of them be out. If the foe is taken through a galaxy at any point in the throw, they will instantly warp to the paired galaxy. If they are suffering the end knockback, they will continue to suffer it in the same angle. However, should they still be inside the rocket, its flight path will refresh, carrying them up another Ganon before bursting. With good positioning, it's possible to keep foes airborne and inside their rocket for a decent amount of time. Though it should be noted that this warp only works once per rocket to prevent infinite stalling. Anaxa can act again as soon as the rocket bursts or enters a galaxy, so it may be a good idea to stick close to your galaxies and pursue rocketeering foes. After all, what better way to illustrate that their method of travel is outdated?
  202.  
  203. "Rockets. Space shuttles. Spaceships. All of these share one thing in common: they are outdated, dangerous, useless frivolities. I hope that some day I can show the masses that only a helmet and a desire to learn are required to travel the void. After all, just look at meeeeeeeeeeeeeeeeeeee, I'm f̴̻̝̗̞̙̗̀͠i̧̬̖̭ǹ̲͙͖̥͉̤̭̟̭̕͢e̸̛̼͍͈̳͓̜."
  204.  
  205. [Center][FONT=Arial][SIZE=4][COLOR=#6B49AA]Back Throw: Darts[/COLOR][/SIZE][/FONT][/center]
  206.  
  207. Anaxa floats gently to the floor as the cosmic hand roughly squeezes her captive, dealing 7%. Once the damage is dealt, the hand throws them backwards much the way one might throw a dart. This will of course cause them to sail back with moderate knockback, as some things are simply as simple as they seem.
  208.  
  209. When the foe is launched, they are enveloped in a purple aura for the duration of their knockback. What this means is that, much like Anaxa herself, they can be launched through galaxies, should two of them be out. Simply throw an opponent into a galaxy and they'll instantly pop out of the other, still suffering knockback. Proper placement of your galaxies can make Anaxa's grab far more intimidating, so it's wise to master the art of positioning them.
  210.  
  211. "I've noticed that many cultures seem to build very dart-like craft for traveling the void. This is of course ridiculous and backwards. Everyone knows the most aerodynamic shape is the tesseract. Perhaps they should allow me to design a proper ship."
  212.  
  213. [Center][FONT=Arial][SIZE=4][COLOR=#6B49AA]Down Throw: Exits[/COLOR][/SIZE][/FONT][/center]
  214.  
  215. Anaxa crouches down and taps the floor, then the cosmic hand dives downward into a portal. After a brief delay, the foe is popped up out of the floor 2 Battlefield platforms away. This deals 6% and coats the foe in that familiar purple aura. Sometimes it's nice to find something consistent and familiar. Should there not be enough floor level with Anaxa, the portal will attempt to appear on a platform below her and at the required distance. If no such platform exists, it will instead pop the foe out at the ledge of the platform Anaxa is standing(?) on.
  216.  
  217. Should Anaxa have even a single galaxy out, this throw can send a foe through it. Simply hold down during the animation, and the cosmic hand will pop the foe up and out of the nearest galaxy with the requisite purple aura. If Anaxa has two galaxies out, holding up during the animation will instead send the victim to the farthest galaxy. Wise usage of this can turn a spacing throw into a very potent way to get a bothersome enemy away from you. The life of a voidwalker is a lonesome one by choice.
  218.  
  219. "I've found that the concept of using galaxies as travel aids is simply beyond most people. How bothersome. Luckily, I've also found that by exploiting weaknesses in the fabric of space, I can send them along their way merrily, even if they don't understand the fundamentals of void travel. Judging by their shouts of delight upon arriving, I can only assume that they appreciate the gesture."
  220.  
  221. [Center][FONT=Arial][SIZE=4][COLOR=#6B49AA]Final Smash: A Theoretical Knowledge of Proper Voidwalking Techniques[/COLOR][/SIZE][/FONT][/center]
  222.  
  223. With the ill-defined and vague powers of the Smash Ball, Anaxa finally gets her heart's desire: the ability to properly educate her opponents on traveling through the void. Once this attack is used, the camera zooms in on Anaxa, whose helmet glows a brilliant violet color. When it returns to the normal camera angle, the entire screen is shrouded in a faint purple haze. What this means is that Anaxa has used her powers as the Aspect of Space to convert the stage to something more closely resembling the void. This means that her foes will suddenly find that there is absolutely no gravity to be found, while she continues to move around as normal. Foes can very easily destroy themselves simply by jumping or using a recovery move, but Anaxa can also take advantage of the situation to land some early kills. Once 15 seconds passes or all opponents are killed, the stage returns to normal.
  224.  
  225. "4̸̨̪͎2̧̝̬́ͅͅ ͏̻̯̲4̵̴̜̗̕f̦̮̘̟̲̖ ͇͚5̗͙̕͘4̶̣̜̯͉̻͔́ ̷̧̨̥͇̻̳̺̖̮͎5҉̢҉̥͎̦4̝͈̻̳͢ ̨͕͇̳͙̀4̛͕̹f̶҉̦̞͓͓̖̜̙̗͘ͅ ̯̘͎̱͟4̸̧͏̩̰̪̳̫͕̗ͅd̸̖̪̰͓̟͉̰̣ ̦̫̭̤͞2̰͙͓̥0҉̰̞̭̭͉̼͓ ̨̗̟̱̰̬͠5̲͞4̷̧͇̹̬̺̖̯̼ ͏̵̻4͔͞5̶̗̟̩ ̸̣͚̮̙͓͜ͅ5̠̳̬̣̼͜ͅ8̵̵̜͓͖͎͓̳͇ ̧̯̗͙̗̹̮ͅ5͈͚͓͕̗ͅ4̡̛̮͓̲ ̛̼̹̭̙͎̀"
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