Kris in Smash idea
Kris and the Fun Gang bust in rudely!
Kris has a shield like the Links and Hero.
Neutral B: ACT menu (from battles). It affects only opponents within a radius of three Krises.
ACT 1: Convince; chosen opponent becomes spareable. Second use makes the convinced opponent invisible and immovable for 5 seconds.
ACT 2: Goodnight; chosen opponent becomes tired.
ACT 3: HoldBreath; Kris and the gang become 1.5X faster for 10 seconds.
ACT 4: XSlash; deals two slashes, each worth 60%. Only usable after gaining 100% TP.
Side B: Stunbuster "This should stop them for a sec."
Once used, the game is slowed to 0.25x for 5 seconds so Kris can choose an opponent to attack. Once chosen, Susie will fire Stunbuster at them. Once the chosen opponent is hit, they become immovable for 2 seconds and damaged for 50%.
Up B: Hook "If it hooks, I can hang!"
Once used, the game is slowed to 0.25x for 5 seconds so Kris can choose a ledge or platform. Once chosen, Ralsei falls onto it for 0.1 seconds before becoming a platform himself, going as far down as the height of three Pikachus. If lucky, Ralsei will hang from Jackenstein and become "LONG".
Down B: Heal Prayer/Pacify
Once used, the game is slowed to 0.25x for 5 seconds so Kris can choose an opponent or themselves. If Kris is chosen, Ralsei heals them for 45%. If a TIRED opponent is selected, they are put to sleep for 10 seconds, no matter what. This costs 50% TP to use.
TP: Gained when grazing attacks, hitting attacks, and shielding over time. Cannot be lost, only used.
Jab: A simple 1 2 3 consisting of Kris' grounded platforming attacks. Each hit deals 20% damage.
N Air: Kris' air platforming attack. Deals 22% damage. If Kris lands while using this attack, it switches to hit 3 of the jab.
F Air: Ralsei whips his scarf. 19%.
B Air: Susie does a flip kick. 27%
U Air: Upward slash. 26%. Not much to it.
D Air: A downward slash dealing 5% damage. If it hits, Kris bounces.
Dash attack: Kris runs forward a long distance via temporary Dash Gates that disappear after the attack is over. Anyone who gets hit takes 15% damage.
Grab: Tether grab using Ralsei's scarf.
Pummel: A simple face punch.
Throws: idk
Up taunt: Victory poses.
Down taunt: Kris spins their sword. This is actually an attack too. Deals 5% damage.
Side taunt: Kris and Susie do the badass fruit punch thing they do in chapter 4's church segment.
F Tilt: Battle attack anim. 25%.
D Tilt: idk
U Tilt: idk
Final Smash: The same start as the specials. Once an opponent is selected, they and the Fun Gang are brought into battle (the Deltarune type). Starts with GigaFlirt to disorient, then Red Buster (150%), XSlash (60 + 60 = 120%=, and FireShock (60%) are used in that order. Almost a guaranteed kill unless against a heavyweight like Bowser or using spirits. Incredibly small (0.001% type small) chance of Flowery appearing out of nowhere and using Jarona to deal 999% damage, instakill even with Absolutely Safe Capsule + Metal Bowser.
· Fun fact: the Final Smash can be no hit unless it's the Flowery variant. You get thrown into a battle box, and if you get hit even once, everything else also hits. But you can dodge everything.
Entry anim: Using the Petal Feather to activate platformer mode.
Alts: idk
Victory screen #1: Kris hitting that aurafarm pose
Victory screen #2: Kris hitting that ✌️
Victory screen #3: Kris telling Noelle that Susie flirts with EVERYONE.
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