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The Threatenin Zeppelin

Dec 11th, 2017
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  1. [img]https://i.imgur.com/vsRfA1J.png[/img]
  2.  
  3. [img]https://i.imgur.com/CqNUNIz.gif[/img]
  4.  
  5. Hilda Berg is one of the Devil's many debtors, more specifically one of those who inhabit Inkwell Isle 1. She fights Cuphead in the skies above Inkwell Isle in A Threatenin' Zeppelin. Her body is normally humanoid, but when pressed, she transforms into a more blimp-like shape! It's this blimp form that makes its appearance in Smash, though she also makes use of her Zodiac forms!
  6.  
  7. [center]Stats:[/center]
  8.  
  9. Weight: Kirby
  10. Height: Kirby + Homerun Bat
  11. Ground Speed: Wario
  12. Air Speed: Jigglypuff
  13. Traction: Extremely Low
  14. Fall Speed: Extremely Low
  15.  
  16. Hilda, being a blimp, has a rather flimsy weight stat. However, she's incredibly aerodynamic, cutting through the air effortlessly. She also has the lowest fall speed in the game, taking quite a while to land unless she fastfalls, in which case she plummets as fast as Fox. Her ground movement is fairly snappy as well, but she has practically no traction due to riding her unicycle at all times. Additionally, her unicycle counts as part of her body; her size is equivalent to Kirby's, but raised up as high as a Homerun Bat stands.
  17.  
  18. [img]https://i.imgur.com/GOpIFjp.png[/img]
  19.  
  20. N-Special: Blimp Barrage
  21.  
  22. [IMG]https://i.imgur.com/QYa3U56.gif[/IMG]
  23.  
  24. Only a fool would take to the skies alone! With this move, Hilda calls in some backup in the form of mini-blimps. She performs a mystical hand gesture, and a Turnip-sized blimp emerges from a cloud of stars in front of her. All in all, this creation process takes a comparable amount of time to creating one of Duck Hunt's N-Spec Cans. This blimp immediately flies forwards at Mario's walk speed. The blimp deals 8% to any foe it hits, and some light knockback. These blimps have infinite range, but can be destroyed by dealing 15 Damage to them. If any fighter hits a blimp with a melee attack, both they and the blimp will be bounced in opposite directions! The distance of the bounce depends on how powerful the attack was, and this effect even applies to a blow that destroys the blimp.
  25.  
  26. However, these blimps are more than just simple projectiles! Once a blimp travels three Bowser lengths, it stops in its tracks for a moment before firing a small black bullet towards the nearest foe! All in all, this process takes roughly the time it takes for Samus to fire a Missile. The bullets fly at Wario's dash speed, and have infinite range. Unlike the blimps, they cannot be destroyed, being transcendent projectiles. They also deal a more dangerous 10%; more importantly, they have an unusually high amount of hitlag, making anyone hit by them more vulnerable to an assault by Hilda herself! Once a blimp fires a bullet, it continues its flight, stopping every three Bowser lengths to fire off another shot.
  27.  
  28. On occasion, these blimps fire off a pink bullet instead. This bullet is mostly identical, but is slightly faster and has even more hitlag. Pink bullets occur once in every 5 shots. However: unlike black bullets, these can be destroyed!
  29.  
  30. [IMG]https://i.imgur.com/ftzm6xj.gif[/IMG]
  31.  
  32. Normally, Hilda creates a purple blimp. However, holding B when using this move will increase the startup and instead create a green one. These green blimps are slower, but have a nasty secret: they fire off a spread of 5 bullets every time they shoot! Otherwise, they are identical to the blue blimps.
  33.  
  34. Regardless of color, Hilda can have 3 blimps out at once.
  35.  
  36. S-Special: Twister!
  37.  
  38. [IMG]https://i.imgur.com/bJHMIJp.gif[/img]
  39.  
  40. There's a high wind advisory today! With startup equal to Ryu's Hadoken, Hilda performs a complex hand gesture before launching a tornado from her hands. This tornado is extremely comparable to Meta Knight's Mach Tornado: it has the same size, deals the same rapid damage (up to 12%), and even has the same trapping effect, albeit Hilda's is easier to escape. Additionally, after the foe is trapped for a while, they suffer a light blast of upwards knockback. This occurs before the Twister disappears, as it will live until it flies offscreen. Twisters cannot be destroyed, but Hilda can only have one out at a time. Projectiles will fly right through a Twisters with no ill effects, somehow!
  41.  
  42. When used in the air, the Twister is created slightly above and ahead of Hilda; it then curves downwards until it hits the floor before curving up and off the top blastzone. The Twister flies at the speed of an EX Hadoken. Thanks to the unique trajectory of aerial Twisters, they can be extremely useful for making "mazes" of projectiles for your foes to navigate. Combine Twisters with well placed blimps, and the foes will be hard-pressed to fly your unfriendly skies! Gee, wouldn't it be awful if you had a way to FORCE them into the air...?
  43.  
  44. When used while grounded, the Twister appears on the ground just ahead of Hilda. It pauses for a brief moment, then begins traveling the stage at Hadoken speed. The Twister will not leave the ground, and will continue to fly forwards if it reaches a ledge, ignoring gravity.
  45.  
  46. Hilda can input S-Spec near a grounded Twister to ride inside it. This will not only give her a passive hitbox on her person, but it will drag her along and alter the properties of her moves as well! Any non-Aerial can be used inside a Twister, and Hilda can exit at any time with a jump.
  47.  
  48. If no Twister is close, inputting S-Special while a Twister exists places Hilda into deep concentration. She clutches her head for a decently laggy startup before the Twister suddenly bursts into a blast of wind. This blast is radial, and blows everything within an Electrode explosion away at a fast pace. This blast deals 15% and powerful knockback to any foe inside the Twister when it explodes, but no damage to foes outside the Twister. This can also be used while riding inside a Twister; doing so will blast Hilda up and out of the Twister on top of the usual effect.
  49.  
  50. U-Special: To The Skies
  51.  
  52. [IMG]https://i.imgur.com/Jmpb1gK.gif[/IMG]
  53.  
  54. Hilda's no wimp, but she IS a blimp! With this move, she takes advantage of her buoyancy to fly upwards. Due to her show-off nature, this move will ALWAYS travel in a wavy s-shaped pattern. Ultimately Hilda rises upwards about as much as a Duck Jump, but her wavy flight path makes this a lengthy process. Her flight can be angled left or right during the recovery's startup, but she still maintains her sway. Take care, as Hilda cannot cancel her flight once it begins!
  55.  
  56. Since she's merely pedaling her unicycle and letting herself fly, Hilda can use any of her Aerials while she's rising. A rather interesting option is to use her F-Air's properties to move herself backwards; she'll still rise the full height of her recovery, but this can help avoid big hits in a pinch. Another option is the ability to use her B-Air while rising, creating a makeshift "wall" with the decently long-lived poke. Still another is using D-Air to protect yourself from foes beneath you. Get creative!
  57.  
  58. In addition to her Aerials, Hilda can also use any of her other Specials while rising. This way she can properly dominate the skies with her projectiles!
  59.  
  60. Using this while inside a Twister will give Hilda some extra height on startup at the cost of taking her out of the Twister. Useful in a pinch, and can aid in getting Hilda airborne with little effort!
  61.  
  62. D-Spec: Gemini Star
  63.  
  64. [IMG]https://i.imgur.com/R8eqHTY.gif[/IMG]
  65.  
  66. Time for double trouble! With this move, Hilda channels the power of the Zodiac to summon Gemini. In a puff of clouds and stars, Hilda becomes Gemini and quickly conjures a Kirby-sized fireball above her. This fireball hovers in place and spins rapidly as Hilda transforms back to her usual self. All in all, this process takes slightly more time than planting Villager's sapling.
  67.  
  68. The fireball itself deals 6% on contact and very light knockback. What's more important, however, are its sparks. When the fireball spins, it begins to fire off a constant stream of sparks straight upwards. This Homerun-Bat-wide stream is a Battlefield platform long and slowly rotates around the fireball like the hand of a clock; the direction it rotates depends on which way Hilda was facing when the attack was input. The stream of sparks deals incredibly rapid damage to any foe inside it and eats through shields very rapidly. The Star remains until the stream makes a full rotation, which takes 2 seconds. Once a Star burns out, Hilda cannot create a new one for 7 seconds. A cloud of stars appears around her for a moment when the cooldown ends.
  69.  
  70. The Gemini Star will not kill, but its range, rotation, and shield damage make it incredibly useful.
  71.  
  72. If used while inside a Twister, this move changes a bit. Instead of appearing where Hilda is NOW, the Star will be thrown to where she WAS when the move was input. This can confuse your opponents and generally aid in setup!
  73.  
  74. Another interesting option is using this while still rising during U-Spec. The Gemini Star will appear at the PEAK of Hilda's ascension, making it more difficult for opponents to predict where it will be summoned.
  75.  
  76. [img]https://i.imgur.com/nIZQPX3.png[/img]
  77.  
  78. [img]https://i.imgur.com/sZMpt81.gif[/img]
  79.  
  80. Jab: Hilda lets out a witch-like cackle as a Super Missile-sized HA flies forward from her mouth. This jab is comparable to Ganon's in that it is a one-hit jab with a bit of lag. However, the HA has more range than most jabs; it flies forward 1.5 Battlefield platforms at the speed of a Megabuster shot before dissipating. Getting laughed at deals 6% and light upwards knockback. This makes Hilda's Jab a decent tool for getting opponents skyward. Only one HA can exist at a time.
  81.  
  82. While riding a Twister does not directly affect this move, it is notable in that it can help protect Hilda as she is pulled along behind it.
  83.  
  84. [img]https://i.imgur.com/W49aLAn.gif[/img]
  85.  
  86. F-Tilt: Hilda takes a deep breath, taking about as long as the entirety of Villager's U-Tilt, before blowing out a strong gale of wind. The force involved sends her flying backwards 1.5 Battlefield platforms; meanwhile anyone that was within 1.5 Battlefield platforms ahead of her is pushed backwards to the gale's end. From there, they are pushed even farther depending on how close they were to Hilda. This wind shoves opponents a maximum of 2.0 Battlefield platforms, and that's if they were overlapping Hilda. This gale also deals 8%, while hitting with the blown-back Hilda deals 12% and moderate knockback.
  87.  
  88. When used inside a Twister, the gale is not changed, but it does not blow Hilda backwards. Instead, the Twister is sent traveling the other direction. For example, if it were headed right, it would now head left. By using this periodically, Hilda can keep her Twister alive indefinitely if she so desires.
  89.  
  90. This gale also affects Hilda's blimps, pushing them forward or backward as if they were foes. They will not be harmed, but this can help reposition them more easily. Since blimps are far lighter than fighters, a gale will push them up to 3 Battlefield platforms!
  91.  
  92. Another option is to blow the Twisters around while outside of them. This way, Hilda can speed up or turn a grounded Twister around! She can also use this to reverse the trajectory of an aerial Twister; this is considerably more difficult to time, however.
  93.  
  94. Still another use of this Tilt is spinning a Gemini Star. Normally, it takes 2 seconds for a Gemini Star to complete a full rotation and burn out. However, if Hilda manages to hit one with a gale, it'll spin much more rapidly or much more slowly depending on which side was hit. The Gemini Star can be sped up to complete a spin in 0.5 seconds OR slowed down to take 4 seconds instead. Either way, Hilda can still only have the one out at a time.
  95.  
  96. U-Tilt: Hilda spins her weather vane at ridiculous speeds, creating a miniature cyclone atop her body. This cyclone pulls in nearby foes and deals 5 hits of 2% each; the 5th hit pops them up with moderate upwards knockback, making this another nice way to get foes skyward. Additionally, this attack has a weak windbox above its actual hitbox. This windbox functions identically to the extra windbox found in Mr. Game & Watch's D-Tilt.
  97.  
  98. Using this inside a Twister greatly increases the strength of the vacuum effect, making it nigh impossible for foes within a Bowser to escape. Additionally, the wind speed will increase the number of hits dealt by this move; it can now hit 8 times for a grand total of 16%. This is a great way to become a mobile threat! But be warned: this superpowered move will dissolve the Twister afterwards!
  99.  
  100. D-Tilt: Hilda, due to her unicycle and odd shape, has an unorthodox crouch: her unicycle simply retracts into her body slightly with an accordion sound effect. From this "crouch", using this move causes her to flap her hands enthusiastically on either side of her. These flaps deal 3 rapid hits of 3% and light knockback. More importantly, they create small windboxes on either side that blow opponents away with more force than you might think. All in all a very simple tilt.
  101.  
  102. If used while inside a Twister, Hilda's enthusiastic flapping will actually cause the tornado to gain some height. It will travel as far and fast as Mario's shorthop, then fall back down until it hits ground. This way she can pursue enemies who try to jump away.
  103.  
  104. Dash Attack: Calling upon the power of Taurus, Hilda summons the great bull's horns for this attack. With a moment of startup, two large horns appear in front of Hilda as she charges forward a Battlefield platform at a moderate pace. This move has super armor on Hilda's front, but hitting her from behind will interrupt the move. The horns of Taurus deal 12% and moderate upwards knockback. As with some of Hilda's other Standards, this can be a handy way to pop foes into the unfriendly skies!
  105.  
  106. Hitting a blimp with this will bounce Hilda backwards, after which she'll immediately lunge another Battlefield platform forward. Using this against a blimp that's flying towards her can let her extend this attack's duration for a great length! Just... don't forget it can be interrupted from behind.
  107.  
  108. This can actually be used from within a Twister by inputting dash and A; when doing so, Taurus's horns merely appear in the chosen direction and lazily float along with the Twister's more leisurely pace. They'll still deal the normal damage and flip the foe skyward; they just become a more long-lived, slower hitbox.
  109.  
  110. [img]https://i.imgur.com/OH4DEnM.png[/img]
  111.  
  112. N-Air: Taking advantage of her body type, Hilda performs a quick horizontal spin that behaves very similarly to Wario's N-Air. This move has radial knockback and deals 8%, making it a simple and reliable Aerial. It also has some use for protection during a U-Spec, as it can help knock away pesky foes as Hilda rises. Hilda's N-Air has low landing lag, so it's perfectly usable in the shortest of shorthops!
  113.  
  114. Hitting a blimp while using this Aerial will cause Hilda to bounce off it. The blimp will be unharmed, as will its master, and they'll bounce away in opposite directions. This property can aid in recovery as well as giving Hilda some unpredictability to her air mobility options! It can also allow for fine-tuning of your blimp setups. In fact, all of Hilda's Aerials can be used similarly barring her F-Air!
  115.  
  116. F-Air: Similar to her F-Tilt, Hilda takes a breath before blowing a mighty gale in front of her. However, this variant has much less startup, being on par with that of Mario's F-Air. In exchange, the produced gale is weaker. It only covers 1 Battlefield platform, blows Hilda back the same distance, and deals 7%. This gale still pushes foes away as normal, but only up to a maximum of 1.5 Battlefield platforms. Hilda also still acts as a retreating hitbox, dealing 10% and moderate knockback.
  117.  
  118. As with the F-Tilt, this gale can reposition Hilda's blimps; using either of the gale moves is an excellent way to keep your blimp brigade flying high! Since the blimps are full of hot air, this gale will blow them around much more easily than it does foes; a gale can easily push a blimp as far as 2 Battlefield platforms! Also, since this has no melee hitbox, Hilda cannot use it to bounce off her blimps.
  119.  
  120. This gale can also influence the path of a Twister or the spin of a Gemini Star; this way Hilda can keep manipulating her setup even in the air!
  121.  
  122. Should Hilda land during this move, the wind will figuratively and literally be knocked out of her. She'll suffer some harsh endlag, but a powerful gale will be blown in front of her. This harsher gale is only 0.5 Battlefield platforms long, but it will blow any foe or blimp as far as 2 platforms away, as well as deal 8% to any Fighters. This is an exceptionally useful tool, but Hilda's poor landing lag means this is extremely punishable if it whiffs.
  123.  
  124. U-Air: Channeling the power of the Zodiac, Hilda momentarily becomes Sagittarius. In this form, she quickly launches a small spread of 3 stars from her bow, creating a fan-shaped hitbox above her. She immediately transforms back to her blimp form afterwards. These stars cover about as much air as Megaman's Hard Knuckle, but obviously aimed upwards. Each star deals 4% and moderate knockback. Hitting with the tip of the bow just as the stars are fired will trigger a sweetspot effect, dealing the full 12% and some extra knockback at the cost of not generating stars. This move is excellent for covering Hilda's U-Spec ascension.
  125.  
  126. Being a projectile attack, U-Air cannot normally bounce off of Hilda's blimps. However, landing the sweetspot on a blimp will bounce Hilda downward a half Battlefield platform and bump the blimp upwards the same distance!
  127.  
  128. B-Air: For this move, Hilda's propeller extends out behind her and spins rapidly. This move drags foes in slightly and deals rapid hits of 2% before a final hit of 5% that launches them with moderate knockback. The main use of this move is as a handy poke, as it has the best range of Hilda's melee attacks and is respectably quick. It also has some interesting uses if combined with her U-Spec, allowing her to momentarily drag foes up with her.
  129.  
  130. Like her other Aerials, Hilda's B-Air interacts with her blimps. More specifically, the rapid hits of this Aerial will slowly bounce her upwards, with the finisher kicking her forward and up while the blimp is sent back and down. This way she can gain some height and forward momentum while also repositioning her blimps!
  131.  
  132. D-Air: In a move comparable to Yoshi's D-Air, Hilda kicks her rubbery legs frantically below her, dealing 4 rapid hits of 4% and light knockback. As she does so, her fall speed drops to an even slower pace than normal; each kick will push her up slightly. Ultimately she'll rise up a Pikmin height. The primary purpose of this move is to rack up damage from the air, but it also serves to protect Hilda during her U-Spec. Landing during this move causes Hilda to fall prone due to losing her balance on the unicycle. This, however, could potentially have some use to avoid attacks in a pinch...
  133.  
  134. Much like N-Air, Hilda will bounce off her blimps when she hits them with this move. However, no matter where she makes contact, she will always bounce upwards a half Battlefield platform while the blimp is knocked down the same distance. This is a handy way to stay airborne while also adjusting your setup!
  135.  
  136. [img]https://i.imgur.com/OpmWTsr.png[/img]
  137.  
  138. [img]https://i.imgur.com/3FT2l3u.gif[/img]
  139.  
  140. F-Smash: Harnessing the mystical energy of the Zodiac, Hilda summons the strength of Taurus for this Smash. During the charge animation, Hilda waves her hands mystically; when the charge is released, she transforms into Taurus and lunges forwards. This Smash is very similar to Bayonetta's F-Smash, but has noticeably more lag and a longer range. Taurus's charge deals 13-20% and heavy knockback; this is a very good kill move but is easily Hilda's laggiest attack on both ends.
  141.  
  142. Normally the lag makes this awkward to land, but using it within a Twister can let Hilda advance while charging the Smash! This way, she can more easily determine when to release the charge and lunge forward.
  143.  
  144. An interesting property of this move is its interaction with Hilda's blimps. Should Hilda ram a blimp while charging, she'll be bounced backwards, and turn around in the process. She'll then continue the charge, now striking behind her! This way, good blimp usage can let her predictable F-Smash become a more credible threat.
  145.  
  146. If Hilda is standing between two blimps, they can reflect her charge back and forth until they fly out of her reach; this way she can greatly prolong her Smash!
  147.  
  148. [img]https://I.imgur.com/2HrWPJc.gif[/img]
  149.  
  150. U-Smash: Again channeling the bow of Sagittarius, Hilda fires off a large arrow and four pink stars. Charging this Smash has Hilda, as Sagittarius, pull her bowstrings back. Releasing the charge has her fire the arrow and stars after a short startup. The arrow flies skyward for two Battlefield platforms before poofing out of existence, while two stars fall on each side of Hilda, who quickly becomes her usual blimp self. The arrow is actually the weakest part of the attack, dealing 8-12% and moderate knockback. The main advantage of the arrow is its impressive range. The stars are also an important aspect of the move, with each dealing 10-15% and heavy knockback.
  151.  
  152. Used inside a Twister, this move essentially makes Hilda into a mobile volcano of sorts, making her into sliding antiair artillery!
  153.  
  154. The arrow fired in this move serves another purpose: popping Hilda's blimps. Hitting a blimp with the arrow will poke a comically large hole in the bottom of it. When this happens, it will fire one last shot, then immediately begin plummeting diagonally downwards depending on which way it was facing. The crashing blimp falls at Mario's dash speed, and upon hitting a foe or the ground, it'll pop into a Kirby-sized blast of cogs and springs. This explosion deals a mean 13% and moderately high knockback, making it a decent kill option if you can land it. Obviously, the closer a blimp is to the ground, the faster it'll explode; just take care not to crash a blimp onto your own head, as Hilda isn't immune to the explosion!
  155.  
  156. Hilda can slightly influence a crashing blimp with some of her attacks. She can nudge a falling blimp around with her F-Tilt or F-Air gales, but one gale cannot move them farther than a Mario width in either direction.
  157.  
  158. A falling blimp can also affect Hilda's other projectiles. Should one crash into a functioning blimp, it will explode into cogs as normal; meanwhile, the blimp that was struck will be popped, and begin crashing itself. With a good setup of blimps, Hilda can fill the air with explosions!
  159.  
  160. Finally, both Hilda's arrows and her crashing blimps can interact with the Gemini Star. Firing an arrow through a Star will light the arrow on fire; a flaming arrow deals the normal damage and knockback. However, a foe hit with a flaming arrow will be burnt, taking 3% a second for 4 seconds. Hitting a blimp with a flaming arrow will light it up as well; a burning blimp will crash as normal, but can burn foes that contact it. Should a blimp crash into a Gemini Star, the star and blimp will erupt into a Bowser-Sized blast that deals 16% and very high knockback. This is an extremely valuable kill attack, but Hilda is just as vulnerable to it as her opponents!
  161.  
  162. Hilda's U-Smash is very versatile, and so it's important to learn the ins and outs of its myriad interactions. A handy rule of thumb: if it flies all through the air, then shooting it down is good and fair!
  163.  
  164. [img]https://i.imgur.com/yDoHr31.gif[/img]
  165.  
  166. D-Smash: Again using the Zodiac's power, Hilda becomes Gemini. While charging, the twins visibly prepare to attack. When the charge is released, they wildly spin around a Gemini Star, creating a Mario-wide hitbox on either side of Hilda that deals 10-15% and moderate knockback. Altogether this takes as long as Kirby's similar D-Smash, with added endlag as Hilda becomes herself again. The wide range and relative speed of this Smash makes it handy for generally protecting Hilda.
  167.  
  168. Used inside a Twister, Gemini will spin much faster! This will increase the range and power of the move, covering a Kirby width on either side and dealing 13-18% and moderately high knockback. However! This also increases the endlag, as Hilda is dazed by the faster spin; it also destroys the Twister. So, make it count!
  169.  
  170. A unique aspect of this Smash is that Hilda can actually use it from a dash. Doing so will cause her to become a makeshift spinning top! Gemini will spin across the ground at Hilda's dash speed, and slowly lose momentum before coming to a halt after traveling 2 Battlefield platforms. The spin will deal the usual damage and knockback.
  171.  
  172. Hilda's top spin can be prolonged by making use of her blimps; bouncing off of one will send her careening 2 Battlefield platforms in the opposite direction she hit it. As with F-Smash, using two blimps can extend the spin for a fairly long time.
  173.  
  174. Should Hilda encounter a Twister while performing her top spin, she'll stop inside of it as she speeds up. From here, she has a very brief window of opportunity in which she can decide to go forward or backwards. After the window ends, she'll be launched in her chosen direction at Sonic's dash speed for a Battlefield platform. If no direction is chosen, she defaults to forward. Once she reaches the end of this short launch, she'll travel an additional half-Battlefield platform at Mario's dash speed before slowing to a halt. Using a Twister in this manner will destroy it, so take heed!
  175.  
  176. Hilda cannot cancel her top spin, and the spin can and will launch her off the ledge if it comes to one, so be careful! Though, this could serve as an interesting option for a suicide kill...
  177.  
  178. [img]https://i.imgur.com/RZB55nC.png[/img]
  179.  
  180. Grab: For a decently ranged but slow grab, Hilda snaps her fingers as a cloud forms in front of her. With luck, a foe will find themselves wrapped up in this cloud and at the Zeppelin's mercy. Hilda can't grab while riding a Twister.
  181.  
  182. Pummel: Hilda cackles as the cloud courses with lightning, dealing 4% in a slow pummel.
  183.  
  184. F-Throw: Hilda waves her hands mystically as she suddenly becomes Taurus. Taurus proceeds to headbutt the grabbed foe, sending them flying across the stage with 12% and high knockback. This throw is notable in that Taurus can hit non-grabbed opponents if they are sufficiently close to Hilda; this extra hitbox will deal the same damage and knockback to ungrabbed foes as well as the captive one.
  185.  
  186. This charge can also be reflected and extended using blimps, just like the F-Smash and Dash Attack!
  187.  
  188. U-Throw: Once again calling on the stars for aid, Hilda becomes the twins of Gemini. They manifest on either side of the grabbed foe before tossing them skyward with a musical chant. The foe suffers 10% and moderate upwards knockback; this can especially be great for sending a foe into a Gemini Star.
  189.  
  190. It can also be useful for getting the foe into a flying Twister!
  191.  
  192. B-Throw: In her final constellation-powered move, Hilda once again utilizes Sagittarius. She quickly adopts the form of the archer and notches the foe into his bow. After a short startup, the foe is fired behind Hilda. They suffer 11% and moderate knockback. The main draw of this throw, however, is that it generates two stars that fly in a > shape on either side of the thrown enemy. These stars are identical to the U-Air stars, dealing 4% and moderate knockback. This way Hilda can cover her tail and get off a nice throw simultaneously.
  193.  
  194. Using this near a Twister is extremely beneficial; you can launch a foe into it while also adding some projectiles to the mix!
  195.  
  196. D-Throw: Hilda decides to take matters into her own hands. Or, feet, anyway! She hops onto the grabbed foe and rolls back and forth on them. This throw deals 14% and leaves the foe in prone. Absolutely no knockback, but the most damaging of Hilda's throws. Who would've guessed that that unicycle could deal that kind of damage? Of course, this leaves Hilda with a dilemma: what now?
  197.  
  198. Her best option is likely to charge up her D-Smash, for protection's sake. Otherwise, her U-Spec or F-Tilt can help her get away from the close-up foe!
  199.  
  200. [img]https://i.imgur.com/44Fa9pf.png[/img]
  201.  
  202. Final Smash: Bad Moon Rising
  203.  
  204. [img]https://i.imgur.com/ExgUEjj.gif[/img]
  205.  
  206. With the power of the Smash Ball, Hilda cackles maniacally as she automatically floats to the right side of the screen. Once there, she morphs into a massive crescent moon. Once she's transformed, her face pops out on a clockwork mechanism, with her cackling all the while.
  207.  
  208. [img]https://i.imgur.com/Hg2SVCi.gif[/img]
  209.  
  210. From behind her faceplate, a constant stream of UFOs fly across the top of the stage. When a foe gets beneath a UFO, it instantly fires off a beam that pierces the entire stage. This beam deals 35% and very high knockback. It can, however, be shielded or dodged.
  211.  
  212. On top of this, some stars identical to the U-Air stars also fly from Hilda's inner workings; these appear in random positions and fly across the stage at a very quick pace, peppering those foes attempting to avoid the alien invasion.
  213.  
  214. Once 5 seconds pass, Hilda shrinks back down to her Blimp form with a mocking chuckle. Not a very long transformation, but Hilda's fleet of UFOs can still do a lot of damage in the time provided!
  215.  
  216. Taunts:
  217.  
  218. U-Taunt: Hilda temporarily deflates into her "human" form and strikes a pose on her unicycle. She then transforms back into a blimp.
  219.  
  220. S-Taunt: Hilda starts to lose her balance and rapidly sways, kicks, and flails her arms until she manages to regain stability.
  221.  
  222. D-Taunt: Hilda gets a mad look in her eyes as she conjures a cloud of stars around herself. Her face temporarily becomes that of her Moon form, and she laughs evilly before transforming back into her usual self.
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