Shadow74488

Deku (ASS)

Mar 5th, 2020
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  1. [Deku (Full Cowling)]
  2. High Attack: Kick that knocks the opponent upward.
  3. Trip: Deku slides forward, briefly dragging first opponent hit backwards and stunning. (Not a lunge, drags them infront)
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  5. [Passive] Spirits of the Past: When stunned, binded or in any way has his movements limited, he has a 15% Chance of receiving the message "You feel eight stares upon you, urging you to go on! Do you?" Pressing S within 3 Seconds of receiving this message immediately cancels whatever's stopping/limiting his movement, ragdolling everything within 3 Tiles away.
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  7. Ultimate: Plus Ultra - Deku lunges forward for 1 second, the first enemy is stunned for 1 second and he kicks them up in into the air, gaining Hyper Armor as soon as the first hit lands. This is followed by a series of 4 fast hits each dealing 5 damage followed by a final 10 Damage that knocks the enemy down with a hard stun.
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  9. 1. Detroit Smash - Deku dashes forward with a super power punch, knocking enemies backwards and dealing 15 Damage. Holding this causes Deku to charge up a stronger Detroit Smash, lunging further and dealing 20 Damage but also receiving 10 Damage as a result.
  10. When Empowered, using Detroit Smash will target the nearest enemy in 3 tile range, teleporting Deku above their head and smashing them downwards for 10 Damage.
  11. ~ If Cast while holding Up, Deku will aim his Detroit Smash upward as an air pressure cannon, pushing back enemies in a 3 tile AoE range.
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  13. 2. Delta Rush - Deku lunges in a chosen direction in a rush that can pass through allies and enemies. Passing through an enemy lowers Deku's Attack Delay for 5 seconds while Deku's Detroit Smash becomes empowered for 3 seconds. Passing through an ally increase Deku's Movement Speed for 5 seconds and gives 25 Stamina to himself and the ally.
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  15. 3. Delaware Smash - Deku launches a small projectile that stuns and deals 5 Damage, he has 3 charges of this move before it goes on cooldown.
  16. - When held. Deku can expend all charges to launch a larger projectile forward that deals 5 Damage per charge currently stored and knocking the enemy backwards.
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  18. 4. San Diego Smash - Quick kick that knocks the opponent up and backward, dealing 5 Damage. Holding causes him to follow up by backflipping over them, kicking them and slamming them into the ground, hardstunning/pinning and dealing another 5 Damage.
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  20. 5. Manchester/St. Louis Smash - Deku leaps into the air in a forward arc and brings his heel down in a vertical axe kick. Enemy hit by this take 20 Damage and making contact with the ground causes Deku to unleash a 1 tile AoE that stuns nearby enemies briefly and a 2 tile AoE shockwave that knocks up. (Doesn't bounce him.)
  21. ~ If already in the air, Deku goes straight down from his current position with Manchester Smash.
  22. ~ If held, becomes St Louis Smash: Deku targets the first enemy in a 5 tile frontal range, immediately appearing next to them with a kick that roots Deku and the enemy together for 1 second, after the delay, the enemy takes 15 Damage while getting sent backwards. (To allow evade)
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