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Alucard Smash Moveset

Nov 28th, 2018
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  1. ALUCARD:
  2.  
  3. Overall Summary: His mediocre base mobility is made up for with a tricky and mobile set of normals and specials, which can give him a surprisingly strong air game. Has several tools at his disposal that can heal him. His side tilt moves him forward but strikes backwards, and his forward aerial strikes his front but sends him backwards, which can be a difficult muscle memory technique to master.
  4.  
  5. Walk Speed: C
  6. Weight: B
  7. Jump Control: C (height) D (double jump) C (gravity) A (fast-fall)
  8. Air Control: B (control) B (speed)
  9. Dodge Roll: A (speed) A (ending lag) C (distance) (Based off his SOTN back dash)
  10. Air Dodge / Spot Dodge: Special (Mist Form -- VERY long duration. Directional air dodges have very short range. BUT, has a "negative" ending lag; you have about 6 I-frames after it ends. Intangible: 6-45, FAF: 38, but can't air dodge again for a while.)
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  12. Stat Summary: Alucard's "base" mobility is kinda low, with his mediocre speed and jump height. But, he has a very quick and powerful dodge roll, and his air/spot dodge grants a huge period of invulnerability including a period when he can act while invulnerable, at the cost of being slow. His normals, aerials, and specials give him more mobility than his base stats would make it look like he has. Use them wisely!
  13.  
  14. NORMALS:
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  16. Jab: Simply swings his Alucard Sword in front of him. Comes out quick with a bit of an ending lag. Jab combo lets you extend it to up to 3 strikes, but the final strike has even more ending lag.
  17.  
  18. Dash: (press A while moving fast) performs a crissaegrim strike, hitting multiple times for low damage. Comes out really fast and does not affect your movement; you can even cancel it into any normal, or jump while its still happening. Good for comboing into Tilt Forward. ~30 frame cooldown.
  19.  
  20. Side Tilt: Dash a short distance forward, and attack BACKWARDS twice, before returning to your original position. You have no collision against other players while dashing, but can still be hit. After striking, you can cancel with a roll to prevent returning. Attack looks like this, but shorter range and faster: https://i.imgur.com/zoOWQEk.gif
  21.  
  22. Tilt down: Kick slide. Low hitbox means you can pass under attacks and projectiles. Functions like Simon/Richter's tilt down
  23.  
  24. AERIALS:
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  26. Neutral: Alucard Sword at a slight angle. Pretty similar, complete with ending lag, but cant be a jab combo.
  27.  
  28. Down+A: Flying kick. Works like Simon/Richter's flying kick, but has a more forward leaning angle with higher bounce.
  29.  
  30. Up+A: Gravity jump. Travel upwards almost as high as your regular jumps. Very narrow sweetspot that knocks upwards, with the sourspot pushing enemies to the side with minimal damage. Hitting a ceiling causes him to stop.
  31.  
  32. Side+A: Turn to face the input direction and perform a low "hop" backwards, while flinging your cape forward as wings. Good knockback and sets vertical velocity to a fixed amount, making it good for recovery.
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  34. SMASH ATTACKS:
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  36. All smash attacks trigger "Dark Metamorphosis," once you've charged it fully, Alucard gets a red aura, and if you hit an enemy with a smash you then heal for a small amount.
  37.  
  38. Forward Smash: Mist Strike. Dash forwards about one character width. You have super armor during the attack. Long ending lag.
  39.  
  40. Up Smash: A bit of a weird one. Summons the Sword familiar above him, which strikes an overhead arc after a brief delay. Very short ending lag immediately after the summon starts means he can walk away or chain into a second attack before the sword even finishes swinging. Timing might be tricky.
  41.  
  42. Down Smash: Dash backwards before throwing a javelin.
  43.  
  44. GRAB:
  45.  
  46. Grab: Alucard's grab also functions as a dash. Like a slower, non-invulnerable dodge roll. Kinda makes it similar to a tether grab like Yoshi or Samus, except it moves him forwards instead of pulling the enemy backwards. Due to the fact that its a dash, its hitbox is small. He can't really chain grab or combo out of a throw.
  47.  
  48. Pummel: Bite a foe. Deals nominal damage and heals for less than a single percentage point. But it adds up.
  49.  
  50. Forward Throw: Draculaport's forward, throws the enemy, and follows up with three large med-ranged fireballs that can hit other enemies. Throw has short fixed range, fireballs do not. The fireball knockback is mediocre for a throw, but between the teleport and fixed-distance initial throw, it's got a strong "flat" knockback.
  51.  
  52. Back Throw: Same as forward throw, but backwards, and weaker.
  53.  
  54. Up Throw: Gravity Toss. Jump upwards and throw the enemy forwards. Leaves Alucard in the air.
  55.  
  56. Down Throw: An extra strong bite. Damage an enemy and heal, but has no knockback, mediocre damage, and a long ending lag preventing combos. Similar to Brawl Snake's down+throw.
  57.  
  58.  
  59. SPECIALS:
  60.  
  61. B: Hellfire. After a semi-lengthy windup, fire a single projectile. Starts slow and accelerates, and goes over shortened hitboxes (like slide kick). Pressing B again will send a second one at a lower height that can be easily jumped over (such as by Lil' Mac's side B), but will increase the end lag further.
  62.  
  63. Side+B: Wolf Rush. Charges up before dashing forward. Has super armor while dashing, similar to his forward smash, but faster, longer range, and with less charge, but less damage and knockback. Tapping it can be quick but only goes a short distance and is easily punishable due to its ending lag. Depending on how long you charge it, it has a sweet-spot for a few frames, where if you hit the enemy you push them back with you and hit multiple times. If you hit before the sweet spot comes out, you pass through the enemy, only hitting once.
  64.  
  65. Up+B: Bat Form. This is the keystone of Alucard's aerial game thanks to its unique properties. When used, he turns into a bat, and gains omnidirectional flight for about 1.5 seconds, which puts him in the special fall state. HOWEVER: while in this form, he gains new specials, AND successful hits with his bat specials will CANCEL his special fall state, allowing him to use his recovery again and potentially keep him off the ground perpetually. Using a normal ability in bat form also cancels bat form but still triggers special fall even on a successful hit. (Best possible height for Alucard, assuming not hitting an opponent): Jump, Double Jump, Up+Aerial + Bat Form, Bat+Ascent.
  66.  
  67. Down+B: Demonic Megiddo: Powerful, Falcon-punch esque finisher. Charge for a lengthy duration before firing a slow moving projectile downwards at an angle, which explodes on impact with the ground or a fighter. Due to its downward descent, it doesnt travel far when you use it on flat terrain. Can do a reverse Demonic Megiddo. Long ending lag; even with the time it takes for the projectile to hit the ground in front of you, you won't be able to combo out of it.
  68.  
  69. BAT SPECIALS:
  70. Note: while all these bat specials will cancel his special fall state if you hit an opponent, there is still a few frames delay before you can use bat form again, so you can't just do up+b forever.
  71.  
  72. Up: Bat-Ascent: Fly upwards a short distance, knocking enemies up slightly for small damage. If it hits an enemy, he automatically performs this attack a second time before switching back to human form.
  73.  
  74. Neutral - Bat Fire: Shoots a short ranged projectile; no knockback, minimal damage, but does cause a flinch. Knocks Alucard back as he shifts back to human.
  75.  
  76. Side - Bat Rush: Similar to Wolf Rush, but in the air, shorter range, and with less damage. Same sweet-spot mechanic.
  77.  
  78. Down - Bat Swoop: Flies downwards at an angle, then regains some height. Hard to land, brief sweet-spot at the bottom of the arc that has a weak spike; you can then use your down+aerial to finish the job. If you use this to edge-guard, be prepared to be punished if you don't land the sweet spot.
  79.  
  80. FINAL SMASH: Soul Steal
  81. Creates a circular zone around Alucard that damages enemies. Each hit creates a ball that homes in on Alucard and heals him. Final hit does weak knockback for a final smash.
  82.  
  83. TAUNTS:
  84.  
  85. Up: Throws a peanut and catches it in his mouth. No healing. (you wish.)
  86.  
  87. Side: Summons a random familiar between devil / fairy / bat, which flies around him.
  88.  
  89. Down: Kneels and says "Trouble this world no longer"
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