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- Genis
- Genis is the main antagonist of Dobutsu Sentai Zyuohger. He is the leader of the Deathgaliens, less a species than a group of aliens who really like to destroy things. He hosts the Blood Game, a competition where he pits his two generals, Kubar and Azald, against each other to see who can destroy a planet first, and more importantly, see who can entertain Genis the most.
- Genis doesn’t do much throughout most of the series besides sit on his throne in his spaceship, but he never comes off as lazy or ineffective, though he only participates once in the overall plot before the end game. After Kubar fails to overthrow him, Genis absorbs power from data he collected, becoming Shin Genis, as seen above. In this form he proves extremely powerful, capable of destroying an army of monsters on his own, and nearly killing the Zyuohgers themselves.
- In the last episode of the series, its revealed that Genis is an evolved hivemind of Moebas, the foot soldiers of the season. This revelation provokes the only true emotion ever seen from him, and results in him killing his final and most loyal general, Naria, for having learned of it, despite her still declaring her loyalty to him.
- This makes Genis a complete antithesis of the series’ theme, that being of connections. Genis is a collected body of creatures, a fact that he hates and reviles, despite claiming to be the most perfect creature in the universe. Throughout the series he remains cold and distant from every one of his minions, seeing them merely as players for his amusement. Killing Naria cut off the final connection could have possibly had, and proves as the final catalyst for the Zyuohgers defeating him.
- Stats
- Weight – 107
- Run Speed – 1.7
- Walk Speed – 1
- Air Speed – 1.5
- Fall Speed – 1.20
- Genis is off in stats, as he isn’t particularly fast. Not that he needs to be fast on his feet to deal some damage, but it can still be a detriment. His overall shape is reminiscent of Captain Falcon, but the two huge wings on his back add significant bulk to him. Compared to the Captain, Genis stands upright, in an incredibly menacing manner. Genis also has a floating ability, activated in the same way as Peach’s, and has the ability to use his aerials while it is activated.
- Specials
- Neutral Special – Death Laser
- Genis doesn’t actually move during this move, as his wings being to glow yellow. He then fires out two large yellow lasers, which connect and fly into the ground. The laser fires, specifically, a Battlefield platform forward. The laser aims downwards and into the ground, and behaves like any other laser in Smash bros, dealing rapid hits of 2% if an opponent gets struck by it, with its potential damage rates ending up at around 12%. The laser, however, does not have much knockback to it. The laser also has a bit of start-up lag as the lasers have to fire and then connect before the hitbox begins, which isn’t a very long period anyway.
- The laser is also fairly fast, being a laser, and is able to complete its full animation after under half a second, though the laser hangs for a bit after. Once the laser vanishes, however, which is also fairly laggy, the laser will leave behind a glowing yellow spot on the ground. The glowing spot roughly takes up half a Battlefield platform, and rapidly blinks on and off every frame After 10 frames of it blinking rapidly, the glowing spot will then burst into a gigantic explosion, around the size of a Bob-Omb explosion, but only dealing 10% damage, and the knockback being specifically upwards and back. The knockback is also around 1/3rd of a Bob-Omb explosion as well.
- If the special attack button is held, the laser will actually continue across the ground, travelling for as long as you hold it down. It can be held for a ridiculously long time, as the laser will travel in a half circle motion around the entire stage, ending once it reaches above Genis’ head. The laser has completely infinite range, and will go off the sides of the stage as well. However, the laser grows weaker as it travels. The whole thing takes 5 seconds to fully pull off, with the damage going down to 1% at 2.5 seconds, while lowering to a measly 0.5% after 3 seconds.
- The laser still leaves behind the glowing spots, however. It leaves one down for every 1.5 Battlefield platforms it travels, but only up to 3 of them before they stop appearing, and only when it passes over solid ground. With each added explosion, they grow weaker as well, despite the hitbox remaining the same. The second explosion lowers to 8%, while the third lowers to 5%. Knockback still remains the same, however, and can function as a juggling tool late into the move, as the explosion can easily bounce higher damaged opponents into the laser as it travels upwards.
- The attack behaves significantly differently in the air. Genis will turn to face the camera, and then fire his two lasers down, one from each wing. The most significant change to the move is the two lasers, which function practically the same as they do on the ground, including being able to increase their range, meaning that you can effectively sweep the whole stage. Another major change is that the lasers don’t automatically start moving, like they do normally, and instead, fire directly down until you make them move. The last change is that you can only create two glowing spots at a time, which behave the same, only they explode at the same time on either side of Genis.
- Side Special – Moeba Coins
- Genis’ sword hand transforms back into a normal hand, and a small coin spawns from it. He then tosses the coin, which transforms into a Moeba. The summoning has obvious start-up lagto it, as it requires Genis to perform a brief animation to transform his hand, and pull out and toss the coin, ultimately making it incredibly laggy. The coin travels in a bit of an arc, flying half a Battlefield platform forward, before transforming. The coin is not a hitbox, and doesn’t hit the ground before transforming.
- The Moeba stands at around Genis’ height, or it would if it stood up straight, but it hunches over, making it a bit shorter. Moebas are incredibly simple creatures, and will go after the first opponent who comes within 1 Battlefield platform of them. They chase opponents are a perfectly mediocre speed, and only have a single, bad jump. They are also very lightweight, around Mario’s weight, and only have 15% stamina.
- Moebas have a single, basic attack, that being a slashing combo with their dual sided blades. The combo consists of a side slash that deals 2%, another side slash that deals 2%, and then a final hit that deals 3%. It has rather mediocre range, but is relatively quick, even if it is a bit slow for sword based move. The knockback on the final hit is also pitiful, showing just how weak a Moeba is. The end lag is also pretty bad. Of course, a single Moeba is but a blip on the radar of mediocrity, and that’s why Genis can summon more of them.
- Holding the button down while using the move will cause Genis to pull out an extra coin after its held for 1/4th of a second, and then a second one at half a second. He then tosses all three coins into the air, and there you have it, a Moeba gang. Moebas are naturally better at working in groups, being Super Sentai minions, and tend to swarm on opponents. This is where their rather mediocre attack can come in handy, allowing them to bounce opponents between each other. It is is rather easy escape though, thanks to the end lag of the attack.
- Finally, if you hold the button down for 3/4ths of a second, Genis will reabsorb the coins back into him, and instead wave his hand, causing a stack of giant, green transparent coins to crash down from above. This acts as a hitbox, behaving as a small shockwave effect that stretches out around 1/3rd of a Battlefield platform, and deals 5% damage. The hitbox only activates once the coins hit the ground, however. The coins dropping has a bit of lag to it, due to the coins having to drop from the top of the screen, but their fall speed is incredibly high, and Genis can move around again once his hand has been waved. The coins will then lift back up into the sky, revealing Genis’ assistant, Naria.
- Naria is far more advanced than the Moebas. While you can have 3 Moebas on stage at a time, you cannot resummon Naria while she is already out, as she is an individual. She stands at exactly Genis’ height, and prefers to keep close to him, compared to the Moebas running off. Naria is slow, as she mostly walks around instead of runs, but her run speed is fairly good if she does have to run. She is also middleweight, and has 25% stamina.
- Naria has two attacks, both involving her signature weapon, nunchakus. The first is a melee attack where she whips the opponent with a rapid combo, dealing 3% with every hit. The total amount of hits she can perform maxes at around 5, meaning the attack can deal a total of 15% damage. The final hit of the combo, despite doing the same damage, adds in rather strong knockback as well.
- Naria’s second attack has her pointing her nunchaku forward, and firing blasts from it. Yes, a nunchaku gun. The blasts fire towards the ground, and are around the size of a 0% charged Super Scope shot, which they travel twice as fast as. If they hit the opponent, they’ll deal 3% damage each, and as Naria fires 4 shots, that can total up to 12% damage. There’s barely any lag between shots, making this a very easy attack to combo with. If the shots do manage to hit the ground, they will each create an explosion hitbox, resembling a shower of sparks bursting out of the ground. They’re much smaller than Genis’ explosions, each one taking up around Kirby’s height and width. They do, however, each deal heavy upwards knockback, and 8% damage.
- There are other things that Moebas, and Naria, can do, but that’s for later, obviously.
- Up Special – Death Wings
- Genis splays his arms out, and bursts upwards into the air, still fairly motionless. This acts as a weak hitbox, signified by a short shockwave around Genis. The shockwave reaches out around 1/3rd of a Battlefield platform, and only exists for a few frames before it vanishes. The shockwave deals 5% damage, and knocks opponents away, with very specific vertical knockback, acting more like a push.
- The takeoff of the move is fairly quick, taking 10 frames to perform, and the shockwave hitbox happening at around frame 5. Once the flight is completed, Genis gains freeflight abilities for the next 7 seconds, flying around at a 2 in Air Speed, but with more control due to you having more control. Genis is capable of using his specials and standards while flying as well.
- Down Special – Moeba Split
- Genis suddenly bursts into a cloud of yellow dots, vaguely forming into his standard character model. This lasts for as long as you hold the button down, during which Genis becomes completely invincible to any form of attack, though he himself cannot return attacks, and can only move at his walk speed. Genis also becomes completely intangible, being a cloud and all. If an opponent walks through him, however, they will take 3% damage every 15 frames they remain inside him. Of course, considering Genis isn’t particularly large, this isn’t much of a problem.
- However, if Genis walks through a Moeba, they will be absorbed into his collective. He will then begin to glow yellow. This grants him a buff, 0.5 to speed and jump height. Genis can absorb up to three Moebas into his body, the buff stacking each time. Absorbing a Moeba can grant a buff to one of your moves, but only once per Moeba absorbed. Genis’ yellow glow becomes more bright with each Moeba absorbed. Naria cannot become absorbed, however.
- Death Lasers has a rather simple buff to it, being able to create 4 explosions at a time as well as an incredibly damage buff, at an extra 1%. Death Wings has an extra explosive hitbox added to the takeoff period, replacing the shockwave. It behaves similarly, but has a slightly bigger range, and deals 7% damage with decent knockback.
- If he summons a Moeba during this time, they will be upgraded into a super powered Moeba, using the three that you just absorbed. This Moeba functions like a normal one, but has a x1.5 modifier to his attacks, and 25% HP, making it a lot tougher. A super Moeba counts as 3 Moebas, and will take all three of your charges, though you can reabsorb the Moeba to regain them.
- Finally, holding the button while having a charge will cause Genis to turn into a full cloud, stretching thin to the size of a half completed Smart Bomb explosion. This turns Genis into a living obstacle, as the same 3% every 15 frames still applies here, only now Genis’ area of effect is much larger. The main downside of this is that you cannot move while using it.
- Standards
- Jab – Death Blade Combo
- Genis rushes forward in a fairly standard three strike combo using his sword hands. The first attack has Genis simply swinging with the arm closest to the screen, which deals 4% damage. The second is a strike with the opposite hand, which also causes 4%. The final hit has Genis swing both of his sword hands outwards, dealing 5% damage.
- The attacks are remarkably fast, even for a jab, and is considerably faster than even Link’s sword attacks. The final hit can deal a rather considerable amount of knockback as well, which is also a lot better than most jab finishers. If Genis has absorbed a Moeba, there will be an added effect, the blades leaving behind small trails of yellow energy as they swing.
- The yellow energy acts as a rather simple buff to the move, increasing each attack’s damage output by 1%, while also adding an explosion effect to the final attack if it manages to hit. The explosion adds a bit more lag to the final hit, but also increases the knockback considerably, turning it into a viable KO move. Of note, using the charge on this move will only count if you use all three attacks.
- Forward Tilt – Death Missiles
- Genis thrusts forwards a bit, causing a barrage of spike-shaped missiles to fly from his wings. Genis will fire out approximately 5 of them with a single press of the button. The spikes are rather small, equivalent in size to a Ray Gun shot, but fly in rather random arcs and angles, but specifically in the 5 main cardinal directions Genis is facing. Each missile flies forward approximately 1.5 Battlefield platforms before it explodes, the explosion acting as the hitbox. Its rather weak, dealing 5% damage, with alright knockback, the force of which will usually push opponents away from any other incoming missiles.
- There is only a slight period of lag between when Genis can fire more missiles, ranging to an incredibly brief 5 frames, making it prime for spamming. However, with each mash, the missiles travel slightly less, around 1/8th of a Battlefield platform every time. This can be reset by simply waiting past the brief lag, usually having to wait around a full idle loop before its counted.
- Finally, when used with a charge, the missiles become full on homing, chasing after any opponent that comes within too close when Genis fires them. Only one missile, the first one that locks on, will be able to break from its range, allowing it to travel a full Final Destination worth of distance. The other four missiles are still bound to their smaller range. The main differences beside that is a sudden boost to start and end lag, both becoming much worse on both ends. It functionally removes the ability to spam it as well, and using it once it becomes available again will waste a charge, which you could use for something else.
- Up Tilt –
- Down Tilt – Death Mist
- Genis quickly gets up from his crouch, and faces the camera, shooting two plumes of black mist towards the ground in a rather laggy attack, for a tilt. The lag is more comparable to that of a Smash than of a tilt. The plumes of mist aim slightly to the sides of Genis, but only barely leave his own model, hitting the ground directly. The attack is rather weak on its own, dealing 7% damage, and rather awful knockback as well.
- However, attacking isn’t really the purpose of the attack. Once Genis has used the move, the ground beneath him will become corrupted by his cells, turning it into a silver and yellow metallic patch. This patch is around the size of Genis, plus the added section hit by the mist, totalling up to around 2/3rds of a Battlefield platform. This patch doesn’t really do anything to opponents, as they can simply walk on it no problem.
- Genis can create two of these at a time, with every consecutive use erasing the oldest patch. The main effect doesn’t become active until you have two placed down. When Genis uses his Down Special while standing on a patch, his cloud form will be absorbed into the patch, and then reappear on the second patch. This is an amazingly quick teleportation effect, the animation completing in under 20 frames. There are several ways to play around with this move, though the teleportation effect is the most basic. Genis can also activate a special attack while teleporting, similar to a get up attack.
- It can only be activated by pressing the attack button as soon as Genis begins to reappear from the other platform. This will cause Genis to begin reappearing earlier, only his torso appearing at first, allowing him to spin his swords in a circle around him. Due to the sword’s length, this has decent range, and actually speeds up the teleportation by a small amount, making it a perfect surprise attack. The swords deal 8% damage, and have considerable knockback as well.
- In fact, every special can interact with the patches in some way. With the Neutral Special, the laser will actually travel through the platform, reversing its angle when fired through. Though you can’t move the laser once it hits a patch, you can keep it active for as long as it can usually stay by holding down the button.
- With the Up Special, simply flying into the platform will cause the teleportation effect to activate, with around the same lag as well, only this keeps you in free flight mode. For the Side Special, If the coins are thrown so that they would finish above the platform, they will instead travel through the patch, and reappear through the other patch, where the Moeba will then emerge.
- Opponents can destroy the platforms with lower angled attacks, as its hitbox is surprisingly big. The patches only have 25% stamina. The charge effect on this is fairly simple, as it simply increases the range of the mist when shot out. It’s a significantly larger area of effect, and will ultimately result in the patch being a full Battlefield platform wide, and its stamina boosted to 35%, making it last longer
- Dash Attack – Death Cross
- In a fairly standard dashing animation, Genis performs a dashing cross slice with both of his sword arms. This is a basic dashing attack, though it takes a bit to get started, as there is start-up lag as Genis has to cross his arms before swinging them out. Aside from the lag, the attack is remarkably quick, as Genis dashes forward 2/3rds of a Battlefield platform forward, dealing 10% damage to any opponents he hits, as well as fairly decent knockback.
- The move has a special property where it doesn’t end if it hits an opponent. Genis can slide through any number of enemies, as long as they come within his range. There is also a lingering hitbox that stays for 15 frames after Genis uses the move, as he will continue to hold his swords out. This hitbox causes 5% damage, and has severely reduced knockback compared to the standard one, basically doing nothing.
- There is another special property where the move can be immediately cancelled from a teleportation, similar to the basic teleportation attack. Like the teleport attack, this requires specific timing, even more than it due to you having to push the control stick to the side and hit the button in order to activate it. This cuts out a large amount of the lag, but also reduces the range of the dash.
- The charge adds another effect. When the move is used with a charge, it will behave mostly the same, except that instead of launching foes when it hits, it will briefly stun them. They’re stunned for the entirety of Genis’ now horrible end lag animation, where here stands back up straight, and lets out a laugh, before an explosion happens behind him. This cuts out the lingering hitbox.
- The explosion is comparable to the ones crated from the laser, though about half as large, and considerably weaker, only dealing 8% damage, with above average knockback. The knockback is always specifically in the opposite direction Genis came from, and the explosion can hit a maximum of three opponents at the same time, prime for launching them around.
- Smashes
- Forward Smash – Death Lash
- One of Genis’ sword arms begins to glow yellow. He then spins around, slashing it, shooting off a laser slash. Before we get to the laser slash, which is a projectile, we’ll cover the main hitbox of the move. The spin slash has great range due to Genis’ sword arm, and manages to reach all around him as well. It has decent knockback to it, a bit mediocre for a Smash, and deals 12%-20% damage. The attack is also very quick, fitting of a sword based attack.
- For the laser slash aspect, the distance of it changes depending on how long it has been charged. No charge makes the slash not fire at all, with the minimum being at least some charge. The minimum distance for it is basically directly in front of Genis, and the slash’s size is rather pitiful looking as well, only about one third of Genis’ body size. It also only deals 5% damage, with a very weak hitbox. It can be used to combo the main body of the attack into the small slash hitbox as well, and is the only version of it capable of doing this.
- At maximum charge, the slash can travel a full Battlefields worth of distance, which is a ridiculous distance. Its size is also increased to slightly taller than Genis himself, and takes up a decent amount of space as well. It also deals a rather amazing 13% damage with good knockback at the start, but as it travels the damage lowers, about 1% every half a Battlefield platform. The thing also stops once it hits a single opponent.
- However, if you shoot the lash into one of your minions, not only will it automatically pass right through them, but it will give them a boosted effect. Sending it through a Moeba will simply cause the effect to reset back to the start, with it resetting with each Moeba it slays. This also acts as a one shot to the minion, killing them instantly as it passes. As they die, a Moeba will explode, which functions as a medium sized hitbox that deals 4% damage.
- When it passes through Naria, however, the slash will start to glow, and not only will regain its full damage, but will remain at it for its entire distance. It will also gain a piercing effect, meaning it can now travel through opponents. As it passes through Naria, she’ll let out a shriek of pain, and drop to the ground. She then starts to flash, like a character whose stamina has lowered. After 1.5 seconds, she’ll then explode. The explosion is functionally the same as the ones created from the Neutral Special, except slightly stronger, dealing stronger knockback and 15% damage. Once Naria has been killed like this, she cannot be summoned for another 10 seconds.
- With a charge in effect, the slash will gain the piercing effect, but still lose damage over its travel. However, once the slash travels its full distance, it will explode, which still functions the same as the one from the Neutral Special, though in this case the explosion is nearly instantaneous, starting as soon as the slash hits its threshold.
- Up Smash – Death Spikes
- Genis turns to face the camera, as the tendrils on his wings begin to writhe around during the charge animation. The tendrils then burst outwards in upwards, mid, and downwards directions, on both sides of Genis. The tendrils each have rather devastatingly long range to them, and have a piercing effect as well, going through any opponents they hit. To put it in perspective, the only characters they cannot pierce through are wider ones like Bowser. Unusually for an Up Smash, this doesn’t have a fully upwards knockback causing hitbox, with which spike the opponent is hit by determining the knockback. It deals 14-26% damage.
- If the spikes hit a minion Genis has summoned, they will be impaled on the spike. They aren’t dead, however, and Genis can move around freely with any number of Moebas, and even Naria, attached to his tendrils. If the Down Special is used during this time, glowing yellow energy will be sent through the tendrils, infusing the minions with Genis’ cells. This only works if Genis currently has a buff active, as it will then transfer said buff to the minion, signified by the minion now having a yellow aura. The yellow aura remains even after the buff vanishes.
- If the Down Special is used again while the minions are infused with Genis’ cells, not only will Genis separate, but the minions will too. Rather painfully, as it is, as they struggle for a moment before bursting into a cloud of Genis’ cells. The clouds are around 1 third the size of the one created from the charged version of the Down Special. This functionally kills the minions, though Genis can absorb the clouds for charges, much like he can with a normal Moeba. Like with the Forward Smash, Naria cannot be summoned again until 10 seconds have past.
- With a charge, the attack changes, with the tendrils now waving around instead of jutting out. This gives them a bit more area of effect compared to usual, as well as a more direct upwards hitbox. Striking a Moeba with the attack will instantly cause them to be absorbed into Genis’ body, giving him another charge, though Naria can still be infused with Genis’ cells.
- Down Smash – Death Corruption
- Genis lets out a roar, the most emotion he shows in all of his animations, causing a yellow energy shockwave on the ground around him. This is a fairly standard shockwave hitbox, though it stretches to different distances based on the charge. At lowest charge, it reaches about 1/3rd of a Battlefield platform away from Genis, while at maximum charge, it can reach a full Battlefield platform on either side. The shockwave itself, as a hitbox, exists mainly on the ground, though it rises up a small bit, but not enough to really count. The shockwave deals 13%-22% damage, with upwards knockback.
- The shockwave, as it basses over the ground, will leave behind a trail of tiny glowing orbs that float up. This functions sort as a miniature cloud, like with the Down Special, but a lot weaker in comparison, only dealing 1% damage every 15 frames. Genis has infused his cells into the very stage itself! The ground will spawn 5 of the orbs every half a Battlefield platform the shockwave covers.
- If Genis uses his Down Special on it, the orbs will be absorbed into his collective, giving him a damage boost, an extra 1% per every fifteen orbs Genis absorbs into himself, though as a buff this only lasts 5 seconds, even if you collect more than 15 orbs. The orbs will respawn after 10 seconds.
- With a charge, the attack won’t do anything until you create a patch first. Don’t worry, this doesn’t use up a charge. Once a patch has been placed, the move is completely changed, and will instead result in the patch exploding, without the charge effect of a normal Smash attack. The size of the explosion depends on the size of the patch, though the explosion’s damage depends on the number of orbs currently out, with the maximum amount being around 90 orbs. If there are no orbs, the explosion deals 5% with very weak knockback, while with all 90, it will result in 25% damage, alongside some incredibly strong knockback.
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