Bionichute

I AM THE UNIVERSE

Feb 6th, 2018
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  1. "Come. See what happens when you defy the universe itself!"
  2.  
  3. The Shogun of Jark Matter
  4. Don Armage
  5.  
  6. Created from the despair and suffering of the universe itself, Don Armage is an ancient, immortal being, and the lead villain of Uchuu Sentai Kyuranger. He leads the evil empire known as Jark Matter, which controls the entirety of the universe. He remains enigmatic throughout most of the show, only showing up in a Sheev-style cloak. It isn't until the Kyurangers time travel to his first defeat when we find out more about him, including getting to see him for the first time as a brain covered Grim Reaper.
  7.  
  8. However, that isn't the real Don Armage. Don Armage is capable of cloning himself, and uses this power to spread himself through the universe and control it much more effectively. Eventually, after killing him several times, it becomes apparent to the Kyurangers that Don Armage is truly immortal. This is explained by way of his power to possess others when he is close to death, an ability he used on Kuervo, the ranger Phoenix Soldier's old war friend who died protecting him from Don Armage himself. However, this isn't even where this ends, as after Kuervo is killed, the Don goes on to possess Phoenix Soldier himself! However, THAT isn't the end either, as Don Armage, the true one, finally appears once he has been separated from Phoenix Soldier.
  9.  
  10. It's only during the final fight, in his true final form, that we learn what Don Armage truly is. At this point, he absorbs every single living being in the universe, and declares himself to BE the universe itself. It takes all twelve Rangers, their most powerful mech, the power of every constellation, three separate finishing moves, and the power of every living being in the universe in order to take him down, in what might honestly be one of the most extravagant Sentai final battles of all time.
  11.  
  12. A thing to note is that, despite the possession, there's a strange implication that Kuervo is entirely in control when being possessed by him. Given what we see of Kuervo's motivations, and how different the real Don Armage's are, this just seems to strengthen this possibility even more. And if you can't tell, his name is a terrible pun.
  13.  
  14. Jark Stats
  15. Weight - 116
  16. Running Speed - 1.2
  17. Walking Speed - 0.73
  18. Air Speed - 0.8
  19. Fall Speed - 1.65
  20.  
  21. Don Armage enters the battle in his ultimate form, which is rather unwieldy and clunky. As such, he has fairly terrible stats around the board, edging close to just being a heavier Ganondorf. His model is bulky, letting him stand slightly wider than Ganondorf as well. His height is also comparable to Falcon and Ganondorf, but the ring on his back edges him out slightly, and even then he's also slightly taller counting the head. His run animation is also awkward looking, much like Ganondorf's. His jumps are actually fairly good for his size class as well.
  22.  
  23. As a note, during idle and running animations, Armage will always carry his two swords. In his left hand he'll carry the sword pointing downwards, and on his right he'll carry it pointing upwards. This comes to play, though not in an especially important way, during a handful of moves.
  24.  
  25. Also, of note, Don Armage’s intro animation has him starting in his “imperfect” form, before swallowing up everyone in the universe in order to shift into his final, perfect form. This does have some relevance to the set.
  26.  
  27. Jark Specials
  28. Neutral Special - I Am the Universe!
  29. Armage lets out a roar as a swirling, pink and purple vortex surrounds him, centering on his chest. The vortex is around 2/3rds the size of a Smart Bomb explosion. This vortex can be held indefinitely, but Armage is incapable of actually doing anything else. It has a rather large amount of start-up lag as well, but not as bad as the Warlock Punch, more similar to a Falcon Punch. The effect of the move only happens once an opponent steps into the vortex. Instead of being sucked in, they will enter a short stun state as a piece of Planetium is taken from their body and absorbed into Don Armage's. Planetium is one of the most important parts of Don Armage's arsenal.
  30.  
  31. Planetium is a floating orb of pink energy, which is a common plot device in Kyuranger. Its a force created from planets themselves and is what Armage uses to power his own body. It can also be found within living beings as well, as demonstrated when Armage converts every living creature in the universe into Planetium in order to fuel his final form. When the Don collects a piece of Planetium from the opponents, he will get a slight boost to speed and damage. This only really becomes noticeable when Armage gains around five stacks of Planetium boosts however, that's how small the boost is. At five stacks, Armage will gain a total of +0.25x boost, but he can gain a total of 20 Planetium stacks in a match, totaling out at a +1x bonus. This might seem like a lot, but its incredibly difficult to get 20 stacks.
  32.  
  33. The main reason is that this is one of the only moves in Armage's set that lets him collect Planetium, and its incredibly laggy. The second is that each opponent only has a certain amount of Planetium in them. Specifically, every character only carries two per stock, totaling in six if you're playing a full 3-stock match. Third reason is that, when KOed, Armage will lose the stack as well. The final reason is that Armage will have to use these buffs to power some of his more useful abilities, which we'll get to soon. But don't worry, it isn't possible to run out of Planetium and just be out of it until you manage to KO someone. When KOed, the Planetium will return to the players it was taken from, allowing the Don to potentially steal it again in his next life.
  34.  
  35. Players aren't the only thing that Don Armage can take Planetium from, however. He can take them from minions as well, who unlike players, WILL get sucked into Armage's body if they enter the vortex. This will transform them into 0.5-3 Planetium buffs, depending on the strength, and also do something else quite special. You see, the minion is kept alive inside of Armage's body, which circumvents the opponent's ability to summon any more of them. For example, if all three of Olimar's Pikmin were to enter the vortex, he would not be able to pluck any more of them because, technically, all three are still on the stage. Just to note, the entire reason the lowest amount of buffs for this is 0.5 is because of the Pikmin. You can indeed take this to mean that Armage is great on the Olimar matchup. Also, if Armage is KOed during this time, then the minions will go out with him, and then the opponents will be able to summon them again. This will also apply if Armage uses a buff, and in the case of Pikmin in particular, will free up two of them for Olimar to use. There is also another way to free minions, but that's for later.
  36.  
  37. Armage can also take Planetium from the stage itself! When using the vortex, Armage will always suck up one Planetium particle for the first five times. The stage only has these five, which he can get at any time, but Armage will have to work for the rest of his buffs beyond that. These five don't regenerate if he uses them up as well, and only return once Armage has been KOed, letting him gain an easy amount again. You'll still want to take this into consideration, however.
  38.  
  39. The amount of Planetium he is carrying is shown under Don Armage's icon, and the amount that other players are currently carrying is shown under theirs. Keep in mind your current Planetium amount at all times, and whether you have enough for current plans and such. Planetium is very important, as will be demonstrated in a bit.
  40.  
  41. Going back a bit, the stun state the opponent is put into is definitely short, not as long as the rest of the attack’s animation, but long enough that Don Armage can definitely take advantage of it. Its easier to take advantage of if the opponent enters Armage’s range during the mid-point of the move. Basically, it’s safe on hit generally, but that’s a bit variable.
  42.  
  43. Up Special - A Being of Pure Despair
  44. Don Armage takes a short amount of start-up lag to spread his arms out, and then bursts into a cloud of dark energy, red eyes shining in it for a few frames. From this point, Armage can now travel in any direction he pleases at speed far faster than his usual. Armage can actually move from frame one of this state, meaning he can recover very quickly. This is a set speed not affected by the Planetium buffs, meaning he can't zoom around like Super Sonic. The speed makes him a bit slippery at least.
  45.  
  46. If you can't guess, this is the Don's primary recovery move. He's working on a fairly standard 3 second time limit before he transforms back into his physical form and enters freefall. When he hits the ground, he’ll enter some fairly bad landing lag. In his energy form, Armage is fairly large, around the size of his usual model, but circular and more cloud-like, obviously. Despite being a big target, Armage is completely invincible during this time, due to being, you know, a cloud. That doesn't mean he can infinitely stall, however. After landing, you'll have to wait 3 more seconds to use the attack again, as shown by a burst of dark energy pulsing out of his body.
  47.  
  48. Even though there's not a whole lot of reason for opponents to attack, they'll probably want to stay as far away as possible from Armage while he is in this form. If they run into him (Or, more likely, he runs into them), Armage will stun the opponent and then proceed to carry them inside him for a short while, all while dealing damage. He can't carry them far, but he can at least mess up whatever they were doing, or even fling them offstage if timed right. He’s also unable to pick them up while they’re shielding.
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  50. For the damage, Armage cloud will perform 3 hits, each with a tiny amount of lag between them. Each hit deals 2% and totals up to 6%. This will all take around 1.25 seconds of time to fully go through. On the final hit, the opponent will be flung off, but will regain jumps in case Armage managed to pull then quite a ways off. If the special ends before then, this knockback will kick in automatically. This isn't an amazingly powerful technique by itself, but it gains more importance with the use of a Planetium stack.
  51.  
  52. If the special button is pressed while the opponent is touching Armage's cloud form, he will use the stack. The Planetium inside of him will be corrupted into Dark Planetium, and then injected into the opponent. This is shown to happen by those shining red eyes appearing again once its used. Once the opponent is freed, they will now have a dark aura hanging over them. This, at first, mainly just acts as a poison status effect, and deal 1% damage to the opponent, with no knockback, for the next 15 seconds. This is all it does... for now, at least. There's far more to this move than just all this.
  53.  
  54. Side Special - The Shogun's Army
  55. Don Armage pulls his arm towards his chest, now without a sword in his hand, a cloud of purple energy clouding it. He will continue to hold it for as long as the button is held, functioning as a charge. Armage can hold this charge for one full second, with the cloud getting slightly larger the longer its held. He is unable to hold the charge like other characters but will not automatically use the move once it has reached full charge. Once the Don decides to use the move, he will thrust his hand forward, firing the energy out in the form of a cloud.
  56.  
  57. From the cloud appears 1-3 Indavers, depending on the charge. No charge results in one, and a full second results in three. Indavers are the main foot soldiers of Jark Matter, bred in labs and armed with weapons that double as both swords and guns. Armage is powerful enough to simply summon his minions whenever he wishes, as demonstrated in this move. They also come in an assortment of white, blue, and green, as seen in the above image. The colors don’t mean anything in the show or in Smash, but they are randomized. Armage can only have 3 Indavers on stage at a time, of course.
  58.  
  59. The cloud of energy actually acts as a weak hitbox as well, and changes size depending on the charge as well. The size is relative to the amount of Indavers summoned, and can cover up to around 2 Battlefield platforms, and is roughly around 2/3rds the height of Armage himself. This isn’t that big of a deal, since the cloud dissipates very quickly, and the actual hitbox is weak, dealing only 4% damage, with knockback that’s only really good enough to knock opponents back slightly. This basically only exists to prevent opponents from instantly attacking the Indavers.
  60.  
  61. Other than the cloud disappearing quickly, the rest of this move is very laggy, if that isn’t obvious. The Don isn’t able to move around until after the Indavers appear and the cloud fully disappears, and even then, they have an animation to go through before they can move around, an animation that Armage has to sit through at least a partial amount of. Excluding the charge, this process takes slightly longer than a Warlock Punch, meaning it is that laggy.
  62.  
  63. When the Indavers are fully summoned, as mentioned above, they will go through a brief animation where they stand up straight and give a quick salute to their leader. This reveals that they’re around as tall as Marth, but once they start moving around they will hunch down, reducing their size to being around a head shorter than Marth’s idle, and well below Don Armage in terms of stature. Stat wise, they’re very average, as you would expect of low ranking fodder. They have middling weight and speed, can only jump once, and have a pretty decent 30% stamina. They can take decent hits, but they aren’t particularly anything special.
  64.  
  65. As for what they do… well, they aren’t that special there, either. Indavers are rather standard rushdown-type minions, going after opponents as they see fit, and using a few different attacks for a few different purposes. First, they have a standard sword swing combo, which consists of three average ranged sword swing attacks with their main weapon. This is relatively quick, and deals a total of 9% damage, but has lacklustre knockback. Indavers will use this attack when they get in close to an opponent and can be a bit of a problem if surrounded.
  66.  
  67. The second attack is using their weapon as a blaster. For this, they will hold their weapon forwards, and then fire an energy projectile, roughly the size of a medium charged Super Scope shot. It flies around as fast but deals 6% damage with low knockback. Indavers mostly use this when allies, or Armage, are in trouble and they’re too far away. Their final attack is an aerial attack where they swing the sword downwards, dealing 11% damage, with downwards knockback. They use this attack while in the air. Kind of self explanatory. It can be useful if Armage predicts when that will happen, and then follow up with one of his upwards attacks.
  68.  
  69. Other than the obvious benefits of having minions (Stalling, set-up, extra damage), Don Armage can make use of Indavers in a few other ways. The most obvious way is that he can absorb them into his own body for free Planetium buffs. This is the main way for Armage to keep his Planetium up, specifically when fighting against opponents that lack minions. Three free Planetium stacks is pretty considerable and can contribute a lot to Armage’s early plan. But again, those three Planetium stacks still count as the Indavers being on stage, so you’ll be unable to summon any more unless you use the stacks on other moves.
  70.  
  71. Oh yeah, and remember the Up Special’s Planetium buff effect? You can actually use this on Indavers as well, but with significantly… different results. First, catching an Indaver in the cloud form works exactly the same, complete with Armage doing damage to them, but that’s not the important part. Second, this will only work if Don Armage has 5 Planetium stacks. When Don Armage injects the Dark Planetium into the Indaver, instead of becoming poisoned, they will be freed from the cloud, and TRANSFORM…
  72.  
  73. Into ANOTHER Don Armage! Or rather, a copy of Don Armage in his “fake” final form, resembling the image above, which is armed with a large scythe. This isn’t just an appearance change, the Indaver has now transformed entirely into an aspect of Armage and is functionally an extension of him… but is still controlled by an AI. The Indaver will transform with a radial explosion of dark energy, dealing 1% damage and weak knockback that’s mostly there to keep opponents away for a short while. Oh yeah, and once the Indaver has been freed from Armage’s cloud form, the Don will continue on with the rest of the attack.
  74.  
  75. The Copy Armage is as large as normal Don Armage, at least when just comparing head to toe and not factoring in Don Armage’s ring, and about as heavy. In fact, they’re almost functionally the same stat-wise, with the exception of Copy Armage having better air speed and a better jump due to his large wings. These wings also grant him a double jump, putting him above most minions as well. Copy Armage has a rather staggering 50% stamina, which is rather nightmarish, but his speed and weight can definitely put a dampener on that threat if the opponent is more maneuverable.
  76.  
  77. Copy Armage’s main attack is to swing his scythe forward in a large arc. This has stupidly long reach, just about slightly farther than a full Battlefield platform. This deals heavy knockback capable of KOing at 180%, alongside 9% damage. The major drawback of this attack is that its insanely laggy on both ends, and leaves Copy Armage very open if he whiffs it. If it does manage to hit, it can be devastating.
  78.  
  79. Copy Armage’s second attack, his ranged one, has him thrust his hand out, and fire out a flurry of yellow lightning. This creates a hitbox half Copy Armage’s height that stretches out 1.5 Battlefield platforms forward, meaning it has A LOT of range to it. Opponents that are caught in it will take 10% damage, alongside heavy hitstun, but won’t take any knockback. The actual attack’s animation, and its hitbox, are very quick, meaning that opponents won’t be trapped for too long… but potentially enough for the actual Don Armage to get a hit off if he wishes.
  80.  
  81. The final attack is an aerial attack. This is simple, as Copy Armage will just swing his scythe downwards in a large reaching arc. This is similar to the grounded attack, dealing 14% damage and downwards knockback. This also has considerable lag, though it has slightly less than the grounded scythe attack due to being an aerial, and can easily leave Copy Armage open if he whiffs it as well. Also, like the grounded attack, it has considerable range to it, though its slightly shorter.
  82.  
  83. Overall, the Copy Armage is a considerably powerful minion, though summoning it can come at a great price. As a final note, the copy is completely incapable of being absorbed, as it is immune to the hitbox. Thankfully, Don Armage can only have one of these clones on stage at a time, and aside from it just being so strong… there’s an even more dangerous reason why.
  84.  
  85. If Don Armage is KOed while a Copy Armage is still on stage, it will suddenly explode into a cloud of dark energy, and reform into the true Don Armage! This process is instantaneous, as in literally as soon as Armage has been KOed, with only a short hitbox to knock nearby opponents away with (Which deals 5% damage), and functionally allows Armage to get right back into the fight, without having to wait to be respawned. This works because Don Armage is still technically on stage, or at least a part of him is, and his essence will reform from the clone’s body when killed.
  86.  
  87. This is an incredibly dangerous maneuver but comes at the cost of one of Armage’s own stock, since he did still get KOed. This isn’t a get out of death free card, but just a way to show Armage’s absolute dominance to the opponents. You also don’t get the five Planetium stacks back.
  88.  
  89. Down Special – Hear Their Pain
  90. From his crouching position (Which looks even more awkward than his run), Armage lets out another roar as a pulse of dark energy is expelled from his body, shooting out in a circular area similar to his NSpec, but considerably smaller. This only reaches out around half a Battlefield Platform away from Armage and has a fairly quick hitbox that traverses the total distance in only a handful of frames. It has very little starting or ending lag as well.
  91.  
  92. That’s mostly because this doesn’t actually deal any damage, instead simply acting as a quick push that knocks the opponent out of the Don’s path. This still gives hitstun, but has no damage factor (This isn’t changed by any buffs, 0 times 100 is still 0), and has set knockback of the attack’s distance, making it have very little use outside of the obvious factor of it letting Armage get some opponents crowding him away… But even then, getting them in close is something he WANTS to do, so it’s practically only for set-up plays.
  93.  
  94. But, of course, this isn’t the only use of the move. Like with other attacks, Armage requires a Planetium stack in order to get the real use out of this move. With the use of a Planetium stack, Armage will let out a roar as he unleashes a field of darkness from his body, represented by the area greying out and black energy pressing downwards. Screams of pain and pleas for help can also be heard while inside the field. This animation actually takes a fairly long time, around a Falcon Punch worth of time. The end lag is much more manageable.
  95.  
  96. The size of the field changes depending on how many Planetium stacks you decide to use, which can be measured by holding the button (Standard input for one, 2 seconds for five, and this is put on top of the starting lag). This changes the amount of field, from being the Down Special’s normal range, to the same size as his NSpec’s range with five stacks used. This is almost, if not basically the exact same, size as his NSpec’s range, which makes it fairly dangerous, considering what it can do.
  97.  
  98. This is a field of absolute despair and pain, created from the souls Armage has absorbed into his body. This is a hideous attack that can cause some incredible damage if used right. The entire field acts as a hitbox, but only the first time an opponent enters it. This can activate while Armage is summoning it, or once it has become idle afterwards. When an opponent enters, they will instantly enter a special stun state where they’re pushed towards the ground (Even in the air they will practically instantly be pushed down) and remain there for the state of a trip. This deals 20% to the opponent, but obviously no knockback.
  99.  
  100. After that, the opponent will return to their normal stance, but will quickly find out that the field has an incredible gravitational force pushing down on it. This basically means that the gravity, while someone is inside the field, is doubled, practically making jumping and the like impossible. Obviously, this does not affect Don Armage. This even affects knockback… but only specifically OTHER player’s knockback, Don Armage’s attacks still deal the same amount. This means that other players are more likely to use the low gravity to some advantage rather than Armage (In team matches, Armage’s immunity extends to his partner’s).
  101.  
  102. The field of despair can last indefinitely… but only while Armage is inside the field. Don Armage, being the only one not affected by the gravity, also takes normal knockback, making knocking him out of the field a priority if he manages to get off a maximum sized one. Also, Indavers aren’t immune to the effect, but Copy Armage’s are. On smaller sizes, it’s much more limiting, but they aren’t useless. The most obvious use of this is to keep opponents within your grasp, at least for a short time, so you can suck up their Planetium. There’s also general set-up uses.
  103.  
  104. Finally, as an easter egg, if you use this while having absorbed a minion, instead of generic screams and cries, you will get unique ones. For instance, the Pikmin death sound for Pikmin, terrified gibberish screaming from Indavers, etc. This can range from generic sounds if the minions are generic minions, to full quotes if the minions end up being actual characters.
  105.  
  106. Jark Grab Game
  107. Grab & Pummel
  108. Don Armage juts hit hand forward, now not carrying one of his swords, as a quick flash of purple energy appears in front of him. The flash has a rather large hitbox but lasts for only a few frames. If the opponent is hit, then Armage will shoot out a burst of dark smoke, which will envelop the opponent and leave them hanging in the air in their usual grabbed animation. Unlike the start of the move, this takes longer than most grabs to pull off. This acts like a “disjointed” grab, like Mewtwo’s, though obviously the animation itself is very different.
  109.  
  110. The pummel is also fairly standard. Armage will shoot a pulse through the dark energy, causing the opponent to take 3% damage. This is a fairly slow animation, meaning you won’t be able to get it off more than a few times before the opponent manages to escape. The Don’s grab game isn’t meant to be built around delivering consistent damage, however odd that might sound. No, Don Armage likes to make his opponents suffer.
  111.  
  112. Forward Throw – Never-ending Despair
  113. Armage lets out a laugh as he thrusts his other hand (Now not carrying a sword either) towards the opponent. A sudden grey image of a crow appears around the opponent, covering them in a circular grey field. Both then disappear as the opponent becomes greyscale. Armage then thrusts his arm forwards again, causing the opponent to fly off, dealing a surprisingly low 5% damage, though with fairly decent knockback to compensate for it.
  114.  
  115. With this attack, Don Armage, picking up a trick from his former host Kuervo, has used the power of the Corvus Kyutama to inflict a never-ending despair onto his victim. What this means, aside from the greyscale visual effect, is that they will now be slower by around a third, and all their damage output will be halved. Knockback, however, will remain the same, which will be important in a second. Also, whenever idling, the character will enter a unique “depressed” animation.
  116.  
  117. On Don Armage’s side, this is a very obviously good status effect to have on hand at any time. It lets him nab their Planetium easier, and combined with a despair field, practically destroys movement options. It’s a rather devastating effect, and one that lasts a shockingly long 25 seconds. Armage can make excellent use of this, especially in the late game.
  118.  
  119. However, there are some rather easy ways for the opponent to get over this hump. Despite the minute-long timer, the opponent can manage to overcome this despair far earlier than intended. The way to do this is via attacking, and not just attacking Don Armage either, but attacking anything with a hurtbox will help. Hitting things that aren’t Armage will cause the timer to lower by 1.5 seconds, while attacking the Don himself will result in a full 5 seconds being taken off the timer. And yes, individual hits of a move count as multiple hits in this case. By playing an aggressive game, the opponent can dwindle the timer down to nothing in no time. KOing Don Armage will undo the entire thing in general. If the opponent manages to do this before the timer expires naturally, then the image of the crow will appear around them again, and then shatter, showing them to be free.
  120.  
  121. In addition to that, once they’ve broken from this despair, the opponent’s next smash attack on Armage will deal double knockback and damage, which is definitely a problem. This is shown by the opponent gaining a white light around them. If Armage wants to make the best of this, he’ll need to hit equally fast as well, which is why mixing it with a despair field works well. There is another downside with this as well, in that this only works once per stock… at least, it only works for free.
  122.  
  123. If Don Armage tries to use the throw again on an opponent, the crow image will appear, and then shatter. Armage will let out a frustrated grunt before finishing the throw as normal. However, if Armage is willing to pay up another Planetium stack, then he can use it on the opponent again, though with 5 seconds reduced every time. This is reset once the opponent moves on to their next stock, however.
  124.  
  125. Overall, this throw has some considerable strength to it, mostly due to the status effect being so powerful, but Armage will want to use it sparingly still in order to avoid his plan backfiring and getting him killed. If Armage manages to take advantage of it well, this can be devastating for the opponent, but devastating for him if he doesn’t.
  126.  
  127. Down Throw – Become Part of Me!
  128. Armage lets out another growl as he spreads his arms out, creating another suction effect in front of him. The opponent is then sucked directly into Armage’s body, much like how minions are when they are hit by the NSpec. With the opponent fully absorbed into his body, Armage is free to move around and attack as he pleases – At least until the opponent he trapped breaks free. Instead of being a terrifying attack like it is on minor characters, this instead acts as a DK style cargo grab. The main difference is that Armage is fully capable of doing other things but has no other throws to use on the opponent.
  129.  
  130. Being a cargo grab, the opponent can obviously escape… but it’s a bit harder to break free from an almighty being of pure darkness than it is with a gorilla. This requires 1.5x the amount of struggling that a normal grab would have, which makes this especially painful at higher percents. This does in fact mean you can Armagecide, and in tandem with the recovery use with the Copy Armage, it can prove to be a pretty dangerous maneuver.
  131.  
  132. When the opponent breaks out of this, Armage will take 2% damage, along with some hitstun, similar in length to the stun DK takes, except more painful because somebody is bursting out of his chest. While this is all there is to the throw by itself, there are some fun combos you can pull off by using other attacks.
  133.  
  134. The first is the NSpec. By using it while the opponent is inside Armage, they will still technically be within the attack’s range, and thus be able to get an easy Planetium stack from them. Of course, this can only be done once at a time, which is the cost of convenience. When this is used, the opponent inside Armage will be stunned and unable to perform any struggling until Armage finishes the animation, but to prevent Armage from being able to infinitely stall, the amount of struggling needed is halved once it has been used, making it easier for opponents to escape. The throw in general gets weaker as its used on a single opponent as well.
  135.  
  136. The other main attack to use is the DSpec, but only when a Planetium stack is available. When this is used while a player is inside Armage, they will be forcibly ejected from Armage’s body, dealing a ridiculous 1530% damage, with knockback that can KO at 160-80% depending on the amount of Planetium used up. This is arguably one of the Don’s best KO attacks but unlike with the NSpec, this is something the opponent is able to break out of easily thanks to the horrible start-up lag, especially if Armage goes for a full charge. If the opponent breaks out during this time, the entire attack will be cancelled.
  137.  
  138. This is the first move we’ve covered that Armage can use, on his own, to truly KO his opponents. It has one of his strongest attacks, barring one other we’ll get to, but it comes at the cost of potential punishment on Don Armage’s end.
  139.  
  140. Up Throw – Die in the Void
  141. Armage once again pulls the opponent towards him, though this time he grasps them in his open hand rather than absorbing them. From this point, Armage will let out a laugh, and then transform into his dark energy cloud form, which dashes upwards, dragging the opponent along with it. The cloud retains its look from the Up Special, but in this case is incapable of hitting any other opponents that might get in the way.
  142.  
  143. This is entirely focused on the grabbed opponent, being a throw and all. The hitbox of the attack consists of several different hits over a short distance upwards. Don Armage will dash upwards around 2 Ganondorf’s high, before the opponent is flung off. This deals 5 hits of 2% to the opponent over the course of the travel, with the final hit being the one that deals knockback. The knockback is directly upwards, but is fairly weak, only KOing past 200%... from the main Battlefield platform, obviously it changes depending on the altitude. Once the attack ends, Armage will return to normal and enter freefall.
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  145. Like with the USpec, the Don is able to infect the opponent with the poison effect by using up a Planetium stack. It behaves exactly the same, so there’s not much else worth noting on that front. The other interesting part of the attack is that this throw behaves slightly like Fox’s USpec, in that Armage is capable of changing the direction of the launch based on a directional input during the starting lag. However, in this case, Armage is limited to either diagonally upwards directions instead of the full eight. The attack remains the same despite the direction,but this does have some significant uses to it.
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  147. Back Throw – Begone, Insect!
  148. Armage lets out a scoff as he looks at the opponent. In a quick movement, he spins around, lifting the opponent up into the air and then slamming them into the ground behind him. This slam launches the opponent. This is, if you can’t tell, Armage’s most normal throw, and is mainly used for spacing purposes, something it actually excels at thanks to there already being some considerable space between Armage and the opponent just from the grab alone.
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  150. This is also arguably the Don’s “kill throw”, though it’s less powerful than the DThrow’s effect with the DSpec. It will deal 8% damage, while bouncing the opponent off the ground, the knockback being able to KO at around 150%. Overall, this is a fairly standard throw, but one that Armage will probably use often in order to get opponents off his tail.
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  152. To note, the knockback will act the same if the throw ends up going over an edge. Slamming the opponent down really hard on thin air might not make sense, but he’s Don Armage, he can do what he wants.
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