ProfLexicovermis

I'm Not Freaking Out

Aug 25th, 2018
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  1. [Center][FONT=Arial][SIZE=10][COLOR=#F45F65]Shiromori[/COLOR][/SIZE][/FONT][/center]
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  3. [Center][FONT=Arial][SIZE=8][COLOR=#F45F65]Floral Stats:[/COLOR][/SIZE][/FONT][/center]
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  5. Height: Rosalina
  6. Weight: Marth
  7. Ground Speed: Pikachu
  8. Air Speed: King Dedede
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  10. Shiromori is a very large target, standing as tall as the comet observer herself, but a good deal wider thanks to her build and voluminous outfit. Ultimately her hurtbox essentially is as tall as Rosalina and slightly narrower than Bowser. Despite this, being comprised of plant matter makes her lighter than one would like. On the ground, she's frighteningly zippy... but don't go into the air if possible; her intrinsic ties to the earth make aerial movements very slow and awkward for her. Thanks to her legs being partially rooted into the floor when grounded, Shiromori enjoys extremely good traction. Her jumps are less than impressive, and her fall speed is decently quick.
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  12. Because, as aforementioned, she's partly rooted at all times, Shiromori enjoys some passive benefits when grounded. Upon having contact with any solid ground (including drop-through platforms, temporary platforms, and even moving ones) for a consecutive half second, she will enjoy minor knockback resistance on the first attack that strikes her. She'll regain that armor after a half second on the ground. Her body subtly flashes blue when her Root Armor takes effect. Root Armor has a blanket 0.95x knockback multiplier. If she leaves the ground before Root Armor takes effect, the timer will be reset. Root Armor lasts indefinitely if Shiromori is not struck.
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  14. Finally, Shiromori has a unique mobility action. She crouches normally when Down is held, but if Down is double-tapped in the same manner as one double taps left or right to dash, Shiromori will quickly burrow into the ground! This action takes about as long as the entirety of Farore's Wind, and leaves only the demon's bonsai tree above ground, shrinking her hurtbox to the size of Kirby! While buried, she may move around at almost double her normal dash speed, but cannot jump nor leave the platform she is burrowing through. Pressing jump has her quickly uproot herself, going through a bit of endlag as she pulls her shears out and re-enters her idle stance. She may stay buried for an indefinite amount of time. When buried, she is immune to knockback... but any attack that strikes her deals 1.15x damage. Shiromori is blasted out of the ground with moderately high knockback upon taking 30 damage while underground. She has a few unique attacks while buried... but we'll cover those later. Oh, and logically this cannot be done on a drop-through platform.
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  16. [Center][FONT=Arial][SIZE=8][COLOR=#F45F65]Shearing Specials:[/COLOR][/SIZE][/FONT][/center]
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  18. [Center][FONT=Arial][SIZE=6][COLOR=#F45F65]Neutral Special: I'm Losing You[/COLOR][/SIZE][/FONT][/center]
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  20. Hoisting a hand into the sky with a determined expression, Shiromori begins charging energy in her palm. After about 3/4 of a Falcon Punch startup, a flower blooms from her palm, with her smirking madly and entering a different idle animation. This move has almost zero endlag, and Shiromori can even cancel her smirk to attack sooner than one might expect. She may NOT cancel the charging animation after B is input.
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  22. The flower she grows is visibly colored to match the foe farthest from her when it was sprouted. Once the flower has sprouted, it behaves as a rather unusual sort of "pseudo-item." Shiromori has access to all of her set barring her NSpec and grab, and the flower will remain in her palm until one of these inputs is used. She can even burrow and emerge with the flower still intact! Oh, and of course, it'll wilt if she dies with it on her person.
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  24. If Neutral Special is input again with a flower handy, Shiromori will lower the flower to her lips, than blow the petals off it in an animation about as lengthy as summoning a Wild Gunman. These petals form a swirling mass about as large as Pikachu, and fly forward about that width before their unique properties rear their heads. For starters, the petals have infinite range. Secondly, they fly through the air as fast as a non-Smashed Clay Shoot, and relentlessly home in on the foe they match the colors of. Their homing is nearly infallible, even swerving around terrain and other projectiles. They cannot be reflected NOR Pocketed, but can be shielded. Finally, upon hitting a foe, they deal a nasty 12%... and a very brief stun.
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  26. Once a foe is struck by a cloud of petals, those petals will begin floating around their person for the next 4 seconds. This is a unique status effect that seems to have no adverse impact on the foe themselves. However, what the petals DO is give Shiromori the knowledge of her foe's exact whereabouts at all times. While a foe is Petal Marked, her attacks will now deal a blanket 2% more to them, and a negligible increase in knockback. But, more importantly, if she inputs a Special while burrowing, she will instantaneously emerge directly behind them, then prepare a deadly slash with her shears. This slash has about as much startup as Dedede's FSmash, and deals a horrifying 22% (20 plus the Petal Mark boost) and high knockback. However, the reach is only about as much as that of Little Mac's down-angled FSmash, minus the step forward. It also has nasty endlag, meaning if she whiffs she is absolutely open to punishment. To add insult to injury, the Petal Marked foe instantly loses said Mark when this is used, even on a whiff. This CAN harm foes that aren't Petal Marked, but the low range makes that tricky.
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  28. If Shiromori uses a grab input, she may pluck and throw the flower she has sprouted as a weak throwing item. It deals a pittance of damage and only flinches, but will remain onstage forever if not tossed off. Shiromori's flowers are rather unique items, as they are supernaturally linked to the character they symbolize. If a flower is attacked, it'll take no knockback, but the fighter tied to it will take half the damage the attack would've dealt. They suffer no knockback, not even a flinch. If the flower is thrown at a fighter, it deals damage to both the stricken character AND the character tied to it. If the flower is thrown offstage, they suffer no ill effects. Only one flower per fighter may be onstage at any time.
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