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Pitch for a Super Smash Bros. Newcomer and #FighterClash submission: Alex Roivas

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Welcome to another Super Smash Bros. Ultimate character pitch and my entry for the #FanFighterClash , today I'll be talking about the protagonist of Eternal Darkness: Sanity's Requiem, Alex Roivas. I'll be covering why I think she'd make for an interesting newcomer, and how I think her moveset would work, enjoy!

:six_pointed_star: Alex Roivas :six_pointed_star:

Pitch for a Super Smash Bros. Newcomer and <a href='/c/smash/tag/FighterClash/'>#FighterClash</a> submission: Alex Roivas-Welcome to another Super Smash Bros. Ultimat

Black Rose ( Chapter 5 Theme )

:six_pointed_star: Table of Contents :six_pointed_star:

Brief History

Fighter Stats

Moveset

Special Attacks

Standard Attacks

Ground Attacks

Air Attacks

Throws

Final Smash

Taunts/Victory Animations

Conclusion

:six_pointed_star: Brief History :six_pointed_star:

Alex Roivas is one of the twelve playable characters in the underrated gem Eternal Darkness: Sanity's Requiem which released on the Nintendo Gamecube in 2002.

Pitch for a Super Smash Bros. Newcomer and <a href='/c/smash/tag/FighterClash/'>#FighterClash</a> submission: Alex Roivas-Welcome to another Super Smash Bros. Ultimat

Alex is studying abstract mathematics and number theory at a university in Washington in the year 2000 AD. One night, after a particularly disturbing dream where she fended off zombies with a shotgun, she heard a voice declaring "the darkness comes", and seeing the ghost of her grandfather, she is awakened at 3:33 AM by a phone call from Inspector Legrasse, who informs her that her grandfather, Edward Roivas, has been killed. Alex travels to the Roivas family estate in Rhode Island to identify the body. Inspector Legrasse is unable to offer any answers as to what happened to Edward, and Alex begins her own investigation of the Roivas mansion 2 weeks later.

While exploring the first floor of the mansion, Alex discovers a hidden study containing the Tome of Eternal Darkness. After reading of Pious Agustus' fall to darkness, Alex finds more chapter pages from the Tome by following clues left by Edward, and using magick and knowledge from the Tome. With these pages, Alex experiences the fight against the darkness through the eyes of chosen individuals over the past 2000 years, including several of her own ancestors. She also learns that Pious intends to summon one of the Ancients into this world and that she is the last hope for humanity.

:six_pointed_star: Fighter Stats :six_pointed_star:

Pitch for a Super Smash Bros. Newcomer and <a href='/c/smash/tag/FighterClash/'>#FighterClash</a> submission: Alex Roivas-Welcome to another Super Smash Bros. Ultimat

I envision Alex being a very versatile fighter with her specials, but being pretty average and even below average in of basic attacks and her other stats such as running speed, jump height, etc. This is reflective of how Alex is much more proficient at fighting back the darkness while she has her spells active, but much more vulnerable when no spells are in effect, and she just has her natural abilities to work with. So basically knowing when to use specific abilities is the key to winning with this character.

:six_pointed_star: Moveset :six_pointed_star:

:six_pointed_star: Special Attacks :six_pointed_star:

Neutral Special: Tome Of Eternal Darkness

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Similarly to Shulk's Monado Arts Neutral Special, Alex is able to cycle through three magic runes via tapping the neutral special input to cycle through the runes you want. However unlike Shulk, these runes don't just grant simple stat buffs, and instead determine what Alex's other special attacks will be, so this essentially makes Alex a sort of three in one character kind of like Pokemon Trainer minus getting access to completely different basic attacks ( A button attacks ). The three runes actually represent three of the four alignments that are tied to what are referred to as "The Great Ones" powerful Godlike beings that one can can channel magic power from via performing incantations from the Tome of Eternal Darkness.

- Chattur'gha ( Red )

Chattur'gha's alignment is primarily offense focused.

- Ulyaoth ( Blue )

Ulyaoth's alignment is a mixture of defense and offense.

- Xel'lotath ( Green )

Xel'lotath's alignment is primarily defense focused.

You can also hold down the neutral special input to make Alex's special moves more effective and powerful. However you'll have to be smart about how and when you decide to augment your spells, as Alex will be cancelled out of her casting animation if you attempt to move around with the control stick, or if Alex is attacked by an opponent during the casting animation. Also if you successfully augment your specials, but then switch to another alignment, the the augments will disappear and Alex will have to perform the augmenting incantation again to power up the set of specials that you switched to. Additionally you cannot have a summoned creature/trap rune ( more on this later ) that is tied to a specific alignment on on stage if you switch to a different alignment, if Alex has any summoned creatures/trap runes on the stage, and switches to another alignment, the summoned creature will vanish.

- Holding down Neutral Special for 2 seconds grants a 5 point Circle of power augment for 15 seconds.

- Holding down Neutral Special for 3 and a half seconds grants a 7 point circle of power augment for 10 seconds.

I'll explain what benefits Alex gains from performing the Cricle of Power incantations for each Special Attack in her other Special Attack descriptions.

Side Special:

Side Special: With Chattur'gha Rune - Summon Horror ( Base version )

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For this move Alex will open a red magic portal in front her that calls upon a large and hideous creature known as a Horror. For The Horror will simply perform a lunging punch that has a bit of start up, but is decent for close to mid range combat. Also similarly to Zelda's Phantom Armor Down Special, the Horror can be knocked out of its attack animation if the opponent hits the Horror with a strong enough attack ( has a health pool of 15% stamina, and if its exceeded the Horror is stopped in its tracks, and it disappears ), so landing this move can be a bit difficult in some instances. This move deals 12% damage and will KO an opponent around the 140% range.

Side Special: With Chattur'gha Rune - Summon Horror ( Five Point Circle of Power )

For this version the move Alex will call upon the Horror to perform two attacks, it will perform the lunging punch attack from before, but then follows up with a hook punch. This version of the move actually allows Alex a bit of time to actually act a bit when the Horror transitions into the hook punch animation which can lead to some potential mix up situations, also the Horror can absorb more damage which makes it less likely to be interrupted while attacking ( has a health pool of 25% ). the Horror's hook punch also deals a ton of shield damage, so if the opponent has a slightly depleted shield and they attempt to block the hook punch then Alex pretty much gets a free hit afterwards. Despite the hook punch dealing a lot of shield damage, it actually doesn't deal as much damage or knockback as the lunging straight punch, dealing 5% damage and KOing the opponent around the 165% range.

Side Special: With Chattur'gha Rune - Summon Horror ( Seven Point Circle of Power )

For this version of the move, the Horror will perform the previously mentioned attacks in addition to it conjuring a red magic lightning bolt from its chest. The red lightning automatically locks on to your opponent's position granted they are within range ( has an effective radius of five character lengths in front of the Horror ) The red lightning basically picks up the slack from the hook punches weak damage and knockback dealing 15% damage and KOing the opponent around the 135% range.

Side Special: With Ulyaoth Rune - Damage Field ( Base )

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For this move Alex will conjure a glowing blue rune that's about the same width as Kirby's character model and places it on the stage one character length in front of her. The Damage Field functions as lingering ( lasts for seven seconds before disappearing )a counter that can be left alone ( Not unlike Snake's C4 Down Special ) until an opponent performs an attack within its field of effect, after which the opponent is launched upwards. This move doesn't deal much damage or knockback, however it's a fantastic move to use for stage control and mix ups. This move deals 5% damage and will KO an opponent around the 195% range.

Side Special: With Ulyaoth Rune - Damage Field ( Five Point Circle of Power )

For this version of the move the conjured Damage Field will become the width of Donkey Kong's character model, and will deal more damage and knockback. It deals 9% damage and will KO an opponent around the 160% range.

Side Special: With Ulyaoth Rune - Damage Field ( Seven Point Circle of Power )

For this version the Damage Fields size remains the same as the Five Point Circle of Power version, however in addition to dealing more damage and knockback, the Damage Field will launch the opponent a more horizontal angle, that makes this version of the move EXTREMELY deadly for characters that are easily gimped such as Little Mac, Cloud, Ganondorf, etc. This move deals 13% damage and will KO an opponent around the 145% range.

Side Special: With Xel'lotath Rune - Bind ( Base )

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For this move Alex will conjure a green rune about the size of Pikachu's character model, and projects it one character length in front of her, that acts as a sort of... bear trap, ensnaring an opponent if they step in its field of effect ( Rune stays out for six seconds before disappearing. ) Being trapped by this move has a similar effect to being paralyzed by Zero Suit Samus's Paralyzer Pistol Neutral Special, which makes this great for stage control, and potential mix up situations. This move deals 6% damage.

Side Special: With Xel'lotath Rune - Bind ( Five Point Circle of Power )

For this version of the move Alex will conjure a rune that's slightly larger than the Pikachu sized rune from the base version, and the rune will gain the added effect of causing the ensnared opponent to strike at a teammate or another fighter that isn't Alex should they go near the ensnared opponent. The secondary function of this move isn't particularly useful for 1V1s, but its extremely useful for doubles matches or free for alls as it pretty much renders the trapped opponent ineffective, while simultaneously being a potential threat to their teammate or other players. The attack the opponent performs when an opponent is close enough will deal 8% damage and will KO an opponent around the 155% range.

Side Special: With Xel'lotath Rune - Bind ( Seven Point Circle of Power )

For this version of the move everything from the Five Point Circle of Power version will carry over but now with addition of the opponent being commanded by Alex's magic to walk forward. This may not sound like a big deal at first, however this has multiple applications, such as the ensnared opponent being a mobile version of a teammate harming puppet, and also I should an ensnared opponent walk off the stages ledge while under this moves effect, they will helplessly fall to their doom until they break free while falling, however at that point for certain characters it might be to late for them to do anything about out it...

Down Special: With Chattur'gha alignment - Enchant Item ( Base )

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For this move Alex will perform a quick incantation that imbues all of her weapon specific attacks ( sword, revolver, pick axe, and shotgun ) with red magical power that boosts Alex's weapon attacks damage dealt and knockback dealt by 10% and will stay in effect for twelve seconds before disappearing.

Special: With Chattur'gha alignment - Enchant Item ( Five Point Circle of Power )

For this version of the move Alex's weapon attacks will gain a 15% damage and knockback boost.

Special: With Chattur'gha alignment - Enchant Item ( Seven Point Circle of Power )

For this version of the move Alex's weapon attacks will gain a 20% damage and knockback boost.

Down Special: With Ulyaoth - Summon Zombie ( Base )

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For this move Alex will summon a morbid shambling zombie from a blue rune one character length in front of her. The zombie will slowly shuffle it's way across the stage, and will only turn around if it comes into with stage ledge, the zombie will also stay active for ten seconds before it disappears, also the opponent can hit the zombie to stun it briefly, but it will continue shuffling forwards after its recoil animation, and the zombie will be destroyed If the opponent deals enough damage to it ( Has a health pool of 20% stamina ) Also if the zombie is destroyed by the opponent, You'll have to wait five seconds before you can summon another one. The zombie will attempt to grab an opponent when the opponent is within range of it, and when the zombie grabs the opponent it will proceed to bite the opponent repeatedly ( The zombies grab gets through Shield ). The opponent can shake off the zombie if they mash the attack button, however this becomes more difficult when they at higher percentages. Each bite deals 4% damage. Also if the opponent is being grabbed by the zombie, any damage, and knockback Alex deals to the opponent whilst being grappled is scaled back by 30%.

Down Special: With Ulyaoth - Summon Zombie ( Five Point Circle of Power )

For this version of the move Alex will Summon a zombie that walks slightly faster than the base version zombie and additionally will have constantly glowing green eyes. If the opponent happens to make direct eye with the zombie when the opponent is three character lengths in front of the zombie, the opponent will be put into a dizzy state, this makes it easier for the zombie to perform its grapple into the bite attack. Also this version of the zombie will deal 6% damage per bite.

Down Special: With Ulyaoth - Summon Zombie ( Seven point Circle of Power )

For this version of the move the zombies walk speed increases again, and the radius of the zombies glare is increased from three character lengths to five character lengths. Additionally when the zombie is hit by the opponent the zombie will swat back at the opponent after its recoil animation.This version of the zombie will deal 8% damage per bite.

Down Special: With Xel'lotath - Shield ( Base )

For this move Alex will perform an incantation that conjures three floating light orbs that constantly fly around the circumference of her character model. These orbs act as a defensive ability that actually reduces the amount of damage and knockback Alex receives by 5% and will last for twelve seconds, additionally the orbs can negate incoming projectiles, however one of three orbs will disappear when a projectile is negated, which means while Alex has this ability in effect, it is able to negate a total of three projectiles.

Down Special: With Xel'lotath - Shield ( Five Point Circle of Power )

For this version of the move Alex will summon two additional orbs, and will give Alex a 10% damage and knockback reduction buff. The additional orbs also mean that Alex is able to negate five projectiles before the shield effect dissipates.

Down Special: With Xel'lotath - Shield ( Seven Point Circle of Power )

For this version of the move Alex will summon two additional orbs on top of the five orbs you get from the Five Point Circle of Power version, bringing the total number of orbs to seven, and Alex will receive a 15% damage and knockback reduction buff. Additionally the orbs flying around Alex each deal 2% damage per orb. This is particularly useful if you happen to grab the opponent as the orbs will collide into the opponent while they're spinning around Alex.

Up Special: With Chattur'gha - Magick Attack ( Base )

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For this move Alex will conjure a rune in the palm of her hand, then outstretch her hand behind her to fire a bolt of red magical electricity and uses the force of the blast to propel herself upwards three character lengths in back of her. This move isn't the best when it comes to recovery, as it goes about as high as Little Mac's Corkscrew Up Special, however you can angle where Alex goes and Alex is granted a significant amount of air drift when the the move is concluded. This move more so shines offensively as it puts an opponent into a brief paralyzed state if they are hit by the red electricity. You don't have a lot of time to really capitalize on the paralysis effect for the base version of this move, however you'll have just enough time to initiate a 50-50 situation after your opponent is released from the paralysis effect. The red electricity deals 13% damage.

Up Special: With Chattur'gha - Magick Attack ( Five Point Circle of Power )

For this version of the move Alex will ascend slightly higher, and will be granted even better air drift than before after performing this special, however like I mentioned with the base version of this move, it shines more as an offensive ability. The red electricity's hit box is extended by an extra two character lengths, and this move gains an entirely different function if your grounded, whereas with the base version the move functioned the same on the ground and in the air. The new function on the ground has Alex outstretch her hand in front her as she conjures the red electricity in front of her, this kind of functions like Robin's Thoron Neutral Special, only it has more of a bloom like hitbox rather than a straight line hitbox like Thoron. This move is insanely good for mid to close range combat because of its wide almost cone shaped hitbox, which makes approaching Alex very annoying, however Alex does experience a bit of recoil after firing off the blast, which the opponent can easily take advantage of if they managed to evade the electrical blast. This deals 16% damage and gains the ability to KO an opponent, though it loses its paralysis effect ( this is limited to the ground version. ) It will KO an opponent around the 140% range.

Up Special: With Chattur'gha - Magick Attack ( Seven Point Circle of Power )

For this version of the move all of the perks from the Five Point Circle of Power version will carry over in addition to Alex gaining a four second electrical veil around her body that unleashes auto tracking red electricity when Alex is close to an opponent. This effect only occurs after Alex has fired a blast prior to this, however it's worth it, as the electricity tacks on 6.5% damage per second , and there's no aim required. The electrical current from the veil around Alex doesn't cause any hit stun or knockback.

Up Special: With Ulyaoth - Reveal Invisible ( Base )

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For this move Alex will perform a quick incantation that reveals floating platforms that she can use to run/jump across to safely reach the stage. This move has no offensive capabilities and Alex is pretty open while performing this due to the linear nature of it, however a neat aspect to it is that what platforms appear for Alex will depend on which stage shes currently fighting on. Examples: For a Mario themed stage she will run up a series of question mark blocks that form floating platforms, for a Zelda themed stage she will conjure the flying platforms you see enemies utilize in Breath of the Wild's hard mode, etc. For the base version of this move Alex will summon three platforms and will recover about as high as Link does with his Spin Attack Up Special.

Up Special: With Ulyaoth - Reveal Invisible ( Five Point Circle of Power )

For this version of the move Alex will reveal two extra platforms which will make her go as high as Fox's Fire Fox Up Special, Alex also moves a bit faster when crossing the platforms which makes her slightly less susceptible to being intercepted while recovering.

Up Special: With Ulyaoth - Reveal Invisible ( Seven Point Circle of Power )

For this version Alex will summon the same number of platforms as the Five Point Circle of Power version, however Alex will jump across the platforms even faster, and the platforms gain sort of offensive capability. Rather than disappearing after Alex jumps on them, the platforms will instead fall down after she crosses them, the platforms falling cause a hard spike effect if an opponent happens to be underneath the platform while its falling, which can be useful when you want to gimp an opponent while they're off stage. The falling platforms deal 12% damage each.

Up Special: With Xel'lotath - Summon Trapper ( Base )

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For this move Alex will perform a brief incantation which summons a creature known as a Trapper in her hand, followed by Alex throwing the Trapper in an upward arc that goes about the same distance as Marths Dolphin Slash Up Special. When the Trapper reaches the apex of its distance tossed, it will begin to fidget and screech while forming green energy rings around itself and Alex, followed by it teleporting Alex instantly to the Trappers position, after which the Trapper disappears. This move is a very good recovery move, as it functions like a teleport similar to Palutena's Warp Up Special, or Mewtwo's Teleport Up Special, so that basically means Alex is intangible during the time she blinks out of existence via the Trapper warping her.

Up Special: With Xel'lotath - Summon Trapper ( Five Point Circle of Power )

For this version of the move the distance the Trapper is thrown is significantly increased to where its thrown around the same distance Pit travels with his Power of Flight Up Special. You can also hold down the special input after already activating the Up Special input to bring up a reticle that actually shows you where Alex will throw the Trapper, and when your airborne during this aiming animation, Alex's descent is significantly slowed.

Up Special: With Xel'lotath - Summon Trapper ( Seven Point Circle of Power )

For this version of the move all of the perks from the Five Point Circle of Power version are carried over in addition to Trapper being capable of warping your opponent to where Alex was positioned before she warped given the opponent is within the Trapper's effective range while its warping Alex ( opponent will be warped by the trapper if they are two character lengths away from it or closer ) I think this nasty little ability pretty much speaks for itself... being forcibly transported to a disadvangeous position, like being transported near the bottom blast zone is a death sentence for a lot of characters in the cast.

:six_pointed_star: Smash Attacks :six_pointed_star:

Forward Smash:

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For this move Alex will aim with her shotgun then fire a burst that extends two character lengths in front of her. This move is pretty strong if the opponent is right in front of Alex when she initiates this move, however its knockback drops off quite a bit if your opponent doesn't get hit by this move at point blank and Alex is slightly exposed when she initiates the attack because she aims down the sights before firing. Alex can also aim her shotgun up or down slightly which can help in some instances. This move deals 13% not charged 18% mid charged, and 23% fully charged and will KO an opponent around the 148% range uncharged, 128% range mid charged, and at 118% fully charged, and as for the point blank hitbox, it will KO an opponent around the 125% range uncharged, 115% range mid charged, and 95% range fully charged.

Down Smash:

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For this move Alex will wield a pickaxe and swing it downward first to the right of her, then to the left. This move is pretty much your garden variety "hits on both sides" down smash that happens to be disted. This move deals 12% damage uncharged, 19% mid charged, and 26% fully charged, and will KO an opponent around the 160% range uncharged, 145% mid charged, and 120% fully charged.

Up Smash:

For this move Alex will perform a upward thrust with her sword. This functions very much like Marths Up Smash minus the tipper mechanic, being a reliable anti air move, and a good vertical launching attack. This move deals 11% uncharged, 16% mid charged, and 22% full charged, and will KO an opponent around the 155% range uncharged, 135% range mid charged, and 120% fully charged.

:six_pointed_star: Basic Attacks :six_pointed_star:

-Ground Attacks-

Jab:

For this move Alex will perform two horizontal slashes with her sword, follow up a stab, then ends with kick to knock the opponent away. This is a pretty standard jab for the most part, a reliable way deal damage on the ground. This move deals a total of 11% damage and will KO an opponent around the 165% range.

Forward Tilt:

For this move Alex will pull out a revolver and fire one bullet that has a trajectory of five character lengths. This move is decent for pestering your opponent at mid range, however using this at close range is unadvised as Alex goes through a short recoil animation after firing the bullet, which the opponent can easily take adavantage of if you miss. This move deals 6% damage and will KO an opponent around the 155% range.

Down Tilt:

For this move Alex will perform a crouching sweep kick that can put an opponent in a trip animation if you hit with the sweet spot of the move. The sweet spot hitbox is located around Alex's foot, so you have to be precise. This move deals 9% damage and will KO an opponent around the 160% range.

Up Tilt:

For this move Alex will swing her sword above her in an arcing horizontal motion. This move is a decent disted anti air attack, and also is pretty good to use on opponents at early percentages to juggle opponents as this move combos into itself. This move deals 6% damage and will KO an opponent around the 160% range.

Dash Attack:

For this move Alex will perform a sliding kick attack that propels her two character lengths. This move is useful for ducking incoming projectiles and attacks and attacks that have higher hitboxes. This move deals 7% damage and will KO an opponent around the 170% range.

-Air Attacks-

Neutral Air:

For this move Alex will perform a double kick attack that functions very similarly to Captain Falcon and Ganondorfs Neutral Air, only Alex performs her Neutral Air a bit slower compared to them and has less priority, which makes this move slightly less useful in comparison. Regardless though, it's still a decent move to throw out in the neutral, and can be used as a way to potentially gimp an opponent when they're off stage. This move deals 10% total, and will KO an opponent around the 170% range.

Back Air:

For this move Alex will perform a simple back kick attack not unlike Samus's Back Air. This move is a bit more laggy than Samus's Back Air, however still a good move to throw out to pressure your opponent in the neutral, and like with Neutral Air is a good move to use off stage against an opponent. This move deals 8% damage and will KO an opponent around the 155% range.

Forward Air:

For this move Alex will pull out a small statue of a bald mans head, raise it over her head then will swing it downwards. This move is a bit slow on start up, however the payoff is worth it as this move causes a spike effect throughout the entirety of this moves attack animation. This move deals 14% damage and will KO an opponent around the 145% range.

Down Air:

For this move Alex will shoot downward with her shotgun two character lengths below her. This move is interesting as it gives Alex a slight boost upward due to the kickback generated from the shotgun blast, which can be slightly useful for aiding in recovering back to the stage. However this move suffers a bit from bad end lag, making this a bit risky to use off stage as a recovery assist. This move deals 12% damage and will KO an opponent around the 160% range.

Up Air:

For this move Alex will perform a upward stab attack not unlike Link's Up Air. This moves lingering hitbox is pretty useful for punishing an air dodge or juggling an opponent if you short hop then Up Air. However this move is a bit laggy if its land cancelled, so overextending with just this move is ill advised. This move deals 11% damage and will KO an opponent around the 150% range.

:six_pointed_star: Throws :six_pointed_star:

Forward Throw:

For this throw Alex kick the opponent away then follow up with multiple gunshots from Alex's revolver as Alex walks forward, then causes the opponent to get knocked back after the final gunshot. This throw deals 9% damage and will KO an opponent around the 165% range.

Back Throw:

For this throw Alex will perform a judo throw to place the opponent on the ground behind her, the finish off the throw with with a point blank shotgun blast to knock them away. This throw deals 12% damage and will KO an opponent around the 155% range.

Down Throw:

For this throw Alex will hit the opponent in the abdomen causing the opponent to go into a crumple state, followed by Alex repeatedly stabbing the opponent while they are grounded. This throw deals 12% damage and will KO an opponent around the 160% range.

Up Throw:

For this throw Alex will toss the opponent above her then follow up with a horizontal slash that launches the opponent upward. This deals 10% damage and will KO an opponent around the 155% range.

:six_pointed_star: Final Smash :six_pointed_star:

The Nightmare Beyond the Veil:

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For this Final Smash Alex will initiate it by creating a rift with the Tome of Eternal Darkness, and if the opponent is hit by the rift, they are transported to a dimension where the Great One Alex is currently aligned with resides. The Great One will gaze at the opponent, causing the opponent to see a series of fast moving images of horrendous things, which will actually cause the opponent to lose control of their character after the cinematic ends. The now AI controlled character plagued with fear and insanity, will run towards the ledge to their doom.

:six_pointed_star: Victory Animations and Taunts :six_pointed_star:

-Taunts-

Up Taunt:

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Alex will hear feint ominous voices, then Alex will bury her face in her hands out of fear, only to have the spirit of her deceased grandfather say " Don't worry Alex... I will keep the Darkness away..." after which Alex will come back to her senses.

Side Taunt:

Alex will make the Tome of Darkness float in front of her as it rapidly flips through the pages, followed by Alex saying " I will discover your secrets..."

Down Taunt:

Alex will pull out her shotgun to reload it, then after she finishes loading the bullets, she ires the craftsmanship of the gun briefly.

-Victory Animations-

1. Alex will stumble onto the victory screen muttering to herself "The Darkness is coming!.." then she looks up at the camera trying her best to look sane.

2. Alex will be walking casually when all of a sudden a floating statue head will start following Alex's movement by turning its neck slowly, then the camera closes in to Alex's terrified face as she realizes she being watched.

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3. Alex will perform an incantation as you hear the distorted disembodied voice of one of the Great Ones chant a spell.

Conclusion:

Pitch for a Super Smash Bros. Newcomer and <a href='/c/smash/tag/FighterClash/'>#FighterClash</a> submission: Alex Roivas-Welcome to another Super Smash Bros. Ultimat

Title Screen - Options Menu Theme

Holy hell... this one took a lot out of me. This started off pretty simple, but overtime became much more complex than I initially intended, but anyways... I think Alex Roivas would a really great addition to the cast in Super Smash Bros. As her game represents a side of Nintendo we almost never see... a dark, and twisted side. Having a character that represents that would surely stand out from the rest of the cast, anyways always if you made it this far, thank for taking the time to read this, have a good one and stay classy!

Oh but before I go... here's a little teaser for what I have planned next...

Pitch for a Super Smash Bros. Newcomer and <a href='/c/smash/tag/FighterClash/'>#FighterClash</a> submission: Alex Roivas-Welcome to another Super Smash Bros. Ultimat
Likes (82)
Comments (34)

Likes (82)

Like 82

Comments (34)

if you ever make another summon zombie, i will come over to your house and slap you with your own shoe

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1 Reply 12/04/18

Reply to: Koch Krimson

i'm not shitting you, i feel like she won against some characters purely because that goddamn move exists

it is so strong with absolutely zero penalty or commitment for using it, and you forgot to say what happens when you have a trap out and switch colours so we have to balance it by assuming using it limits her to blue specials only, and giving it that restriction just barely makes it reasonable

it shuts down so many options and makes it so much easier for alex to punish you, and when everything goes wrong and it dies/respawns she can just slap a new one down without penalty

i'm glad you participated in this, and this is still a really good moveset, but the amount of work this single, unassuming special does is obscene

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0 Reply 12/04/18

Dude this is overkill!

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1 Reply 11/29/18

This moveset is simply amazing! I really love how her gimmick lets her change fighting styles on the fly. Would've liked it a little better if all the summoning moves were on one color to keep each style a bit more consistent, but I'm guessing that's something that couldn't really be helped, in the name of source-accuracy.

My only concern as far as realistically envisioning this character in Smash, though, is figuring out what Kirby could copy from her, considering her neutral Special only changes and augments her other Specials. Not a pressing concern, mind you, since she won't be pit against Kirby for this tournament, I'm just curious.

Congrats on getting in, though. You really earned it!

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1 Reply 11/27/18

you kind of made this really difficult for us :/

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0 Reply 11/26/18

Reply to: Daehypeels, MoM [PTMK Leader] [ScR]

Oh... XD I'm so used to doing my movesets in this way I didn't consider how obnoxious it would be to analyze and apply to a tournament. Apologies... if you ever do this again in the future, and I enter I'll try to make the moveset a bit less... intimidating.

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1 Reply 11/26/18

Reply to: Koch Krimson

Thank you for that, sorry for quashing your creativity. Really good moveset though, I like the varied standard attacks.

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1 Reply 11/26/18

Reply to: Daehypeels, MoM [PTMK Leader] [ScR]

No worries :+1: and thank you.

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1 Reply 11/26/18

Only possible if this game gets a sequel

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1 Reply 11/25/18

Yeah I highly doubt it will get a sequel. But for whatever reason Nintendo keeps renewing the trademark for Eternal Darkness even though it's been 17 years since they've done anything with it, so that gives me a tiny bit of hope.

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0 Reply 11/25/18
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