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- Kamen Rider Para-DX
- Perfect Knock-Out Gamer Level 99
- Stats
- Weight - 95
- Running Speed - 1.6
- Walking Speed - 1
- Air Speed - 1.1
- Fall Speed - 1.8
- Short Hop - 17.5
- Full Hop - 37.3
- Aerial Jump - 35.5
- Para-DX stands around as tall as a standard human character, most notably Marth due to them both standing up straight.
- Power-Ups:
- During Para-DX's intro, there will be a pulse of energy that covers the entire stage. When the match starts, there will be various different coins covering it, up to 3 at a maximum. The coins are around the size of a Party Ball, and are not solid objects. However, when an Opponent walks through them, the coin will flutter above their head for a moment, with a voice yelling something out.
- These are Power-Ups, and as if it weren't obvious. Each coin has a different color and picture on it, to symbolize what they do. To give a quick run down of them all:
- Muscular: Grants a 0.5x boost to knockback for 5 seconds.
- High-Jump: Increases jump height to the equivalent of a Bunny Hood for 5 seconds.
- Shrink: Adds the effect of a Poison Mushroom for 5 seconds.
- Recover: Heals 50% damage.
- Speed-Up: Increases speed to the equivalent of a Bunny Hood for 5 seconds.
- Confusion: Reverses controls for 5 seconds.
- Invisible: Turns the player invisible for 5 seconds.
- Iron-Body: Grants the metal effect for 5 seconds.
- Instigate: Makes the player perform a taunt against their will. Opponents within 3 Battlefield Platforms of the player will uncontrollably run towards them until the taunt ends.
- Giant: Turns the player giant for 5 seconds.
- Stretch: Increases melee attacks by double their normal range for 5 seconds. All effects of the move will apply normally, but the hitbox and animation will stretch out.
- Separation: Creates two Level 1 AI clones of the opponent that will attack opponents for 5 seconds.
- Reflect: Projectiles will instantly be reversed upon touching the player for the next 5 seconds.
- Sleep: Puts the player to sleep.
- The Power-Ups can be found where ever there is ground on a stage, and can end up taking up quite a bit of room on smaller stages. Due to the benefits some of them grant, players will usually want to go for them first. However, with the bonuses come drawbacks, much like with most Smash Bros. Power-Ups. Speed-Up and Iron-Body will still increase fall speed for the players. Then there's the obvious ones to avoid, like Shrink, Sleep, Instigate, and Confusion. All players can only grab one Power-Up at a time, but Para-DX can make special use of them.
- After being collected, it will take 7 seconds for a new Power-Up to spawn in.
- Neutral Special - Perfect Puzzle
- Para-DX raises his hand to the air, and waves it around. The animation is remarkably quick, and it needs to be in order to perform its main function. Once Para-DX waves his hand, any Power-Ups on the stage will fly towards him, letting him collect them. This happens in a far more different manner than when an opponent picks them up normally, though Para-DX can also activate their normal effects by collecting them manually.
- Instead of the effects of the Power-Ups affecting Para-DX himself, they instead affect his attacks. Once again, each Power-Up has a different effect, though in Para-DX's use, none of them have downsides. Para-DX's main weapon, the Parabragun, functions as both a gun, and an ax, allowing Para-DX to master both far range and close range attacks. Para-DX uses both these types of attacks throughout the set, and he Power-Ups will affect both in different ways
- Muscular: Behaves the same as when picked up normally.
- High-Jump: Projectile attacks will be fired at an upwards angle if used on the ground, while aerial projectile attacks will be shot at a downwards angle instead. Melee attacks will have all their knockback be upwards, rather than their normal knockback direction.
- Shrink: Projectiles will shrink down, reducing damage by half, but Para-DX will be allowed to fire twice the normal amount of shots. Melee attacks will have half the range as normal, but will gain 1.5x their normal damage.
- Recover: Will heal Para-DX for 50%. Can stack if multiple Recovers are gained at the same time.
- Speed-Up: Projectiles speed will be doubled. Melee attack's start-up lag will be reduced by half.
- Confusion: Projectiles will reverse their direction after travelling half their maximum distance. Once it reverses, the projectile's distance will be reset. Melee attacks will deal the opposite direction of knockback than normal.
- Invisible: Projectiles will become invisible once fired. Para-DX himself will turn invisible when using a melee attack, and will exit it once the attack finishes.
- Iron-Body: Projectiles will be able to travel through multiple opponents, rather than only being able to damage one. Melee attacks will gain 15% super-armor.
- Instigate: Projectiles will gain a weak suction effect to them, attempting to pull opponents in as they travel. Melee attacks will be turned into counters, with a general counter hitbox that lasts 20 frames.
- Giant: Projectiles will become twice their normal size, and deal twice as much damage, but travel slower. Para-DX will also only be able to fire one shot, if multiple shots were allowed. Para-DX will turn giant himself while using a melee attack, increasing its range.
- Stretch: Projectiles' distance will be doubled. Melee attacks will behave like they do with the Power-Up normally.
- Separation: After travelling half their distance, projectiles will split into three. This applies even with multiple projectiles at the same time. Another Para-DX will appear behind Para-DX, and perform the same melee attack in the opposite direction.
- Reflect: Projectiles will bounce off walls and opponents, each time resetting its maximum distance. If the projectile reaches its maximum distance without hitting something solid, it will disappear. Any melee attack can reflect projectiles, and will attribute any current Power-Ups to the reflected projectile.
- Sleep: Opponents hit by the attack will be put to sleep.
- Para-DX can have up to three effects equipped at a single time, allowing the effects of each Power-Up to combine and create new attacks, which in turn will stack on top of each move's unique attributes. However, Para-DX can only use one move before the Power-Ups are used up. In order to activate the effects, Para-DX must use NSpec again, causing the Power-Ups to float above his head. The next attack that he uses will be affected by the Power-Ups.
- By double tapping the special move button, Para-DX can use up the first Power-Up he collected, granting its normal effect to him. The amount of Power-Ups Para-DX can use depends entirely on how many are on stage. If Para-DX only manages to get, say, a Recover or Muscular Power-Up, then its better to use them on their own than waste them with a single attack. Opponents will want to keep Power-Ups out of Para-DX's hands, due to the combinations being ridiculously powerful.
- Despite the move's almost instant start-up, the Power-Ups will still take a moment to fly over to Para-DX. When they're flying over, opponents are still able to pick them up and activate their effects on themselves. However, Para-DX can still move as well, and collecting the Power-Ups while they fly over to him will still tally them into his equipped slot.
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