Main villain of Kingdom Hearts. Powerful attacks, somewhat slow, mindgame potential, middle weight. Final Smash is Keyblade War: Summon χ-Blade: Final Form where Master Xehanort wields the ultimate Keyblade. He also summons Vanitas to help him during the FS. All active ATs and Pokeballs disappear when you activate your FS. Kingdom Hearts is visible in the sky during the FS
Up-B: Dark Splicer: Recovery and offensive ability that is a dark conterpart to Flowmotion. Average as a recovery ability but good for combos and anti-edgeguarding. Initially functions as a two part teleport that's aimed like Quick Attack. If an enemy is in the path of the teleport(in-between start and end point), you will instead teleport next to them and attack with the keyblade. If no one was in the path of your teleport, you can press A to try to pull in any nearby enemy with a dark vortex(like Megaman's Black Hole Bomb) then strike with the keyblade. However missing will put you in helpless and cause endlag. If used while standing on the ground, you can still use your double jump and can re-use it. If aimed towards the ground you will be able to act again from the ground with little landing lag.
If you're able to hit an enemy with the keyblade during this attack, you are able to teleport one additional time(a chain teleport). Think of it as though Pikachu could do a 3rd jump with Quick Attack if he hit an opponent in the earlier 2 jumps. For balance, the extra teleports might become shorter to make continuous combos more difficult.
Neutral B: Command abilities: Chargeable, storable but somewhat slow to charge. Firaga - Dark Firaga - Dark Crawling Fire - Dark Firaga Burst
Stats for each projectile: show Firaga: 6%
Dark Firaga 9%
Dark Crawling Fire: 5 hits for 3% each, traps the opponent somewhat like PK Fire. Limited homing ability
Dark Firaga Burst: Conjures a large ball of flame overhead, the opponent can get caught in it like Crawling Fire, 5 hits for 4% each. It launches dark fireballs for 12% each before stale move reduction, each consecutive one will do less. They are launched in different directions though mostly to the left and right. Limited homing ability.
Side B: Ars Solum: Started with a rush like Ike's Quickdraw and then becomes a multi hit combo with the Keyblade if the rush connects with an opponent. During the combo you can short hop. The attack works by pressing B again to do 2-3 more hits, or alternatively holding B. In between each interval you can switch direction or you can stop the attack. Powerful but the opponent can punish if they DI out. The player needs to know when the opponent is about to escape and stop the attack early.
Down-B: Dark Shroud: Evasive counterattack. Xehanort absorbs the force of the attack and uses it to summon a Heartless. They are in tiers which are influenced by how powerful the absorbed attack was, and Xehanort's damage %. They function like Subspace Emissary and Smash Run enemies. They can be hitstun, but not launched. If the maximum number of Heartless is out already, you temporarily can't use Down B to avoid damage.
This move takes advantage of opponents who spam projectiles or Items too much, as well as attack predictably(Brawl Pit's Side-B)
On moving stages like Silph Co and Skyward Voyage only flying Heartless will appear. Ranged heartless would be triggered by ranged attacks, melee triggered by close range attacks. The strength of the Heartless is set by how strong the absorbed attack is, as well as Xehanort's damage % at that time. Tier 1 & 2 Heartless last 15 seconds or until health is depleted, while 3 & 4 Heartless last 40 seconds. Two Tier 2 Heartless can be up, while only one tier 3/4 can be up. Three Tier 1 heartless can be up, unless it causes engine problems to have 9 Shadows(move+attack ai only). Probably 6 shadows allowed, then must be another type if used again.
Tier 1: Weak Heartless
3 Shadows: Weakest Heartless, can be destroyed by almost any attack(3% health each)
2 Hook Bats: Two small, flying Heartless that deal little damage but follow the target (5% health each)
1 Red Nocturne: Ranged caster Heartless(10% health)
1 Heartless Soldier: Close range Heartless (10% health)
Tier 2: Stronger Heartless
2 Cannon guns: Floating cannons(15% health each)
1 Large Body: Larger Heartless that takes reduced damage from in front and can counter (35% health)
2 Neo-Shadows: Much stronger version of a Shadow(18% health each)
1 Bookmaster: Powerful caster that can block attacks from in front of it(30% health)
Tier 3: Endgame Heartless(usually activated by strong attacks like Falcon Punch, fully charged Mega Buster, Charge Shot, etc)
1 Wyvern: Large dragon-like Heartless that flies above the stage (75% health)
1 Darkside: Huge Heartless, First boss in Kingdom Hearts 1 (100% health)
1 Battleship: Airship that fires cannonballs(100% health)
Tier 4: Heartless Bosses(usually only activated by OP items, mostly an afterthought for now. Just for fun, like in a FFA with all items on)
Guard Armor
Other Heartless Bosses
Heartless AI and Details: show -Limited/no stage awareness: no programmed recoveries. Cannot be grabbed, or launched. They're vulnerable to hitstun but have a bit of built in resistance. Some Heartless always float, the rest can fall off the stage and be destroyed
Targets the player whose attack caused the summon, unless they're unreachable or too far away then it will look for the closest other enemy. If 1v1, it will always target the other player.
-Simple attack patterns:
Shadow: Will continuously walk towards the target, attacks for 1% damage. It can meld into the ground and reappear elsewhere, it will become still before doing so. /
Large Body Heartless will charge at the opponent if they're out of melee range, if they're close it will punch or create a shockwave. If attacked from the front it will try to counter. It takes more damage if attacked from behind. Shockwave does 4%, punch does 6%, charge does 8%
Red Nocturne: Shoots fire projectiles, if opponent gets closer it will float a bit higher and aim downwards. In melee range it does an attack like BM's nair. Deals 3% with fire projectile, 5% with close range attack
Battleship: Will fly back and forth in the air, a certain distance between two points set relative to the blastlines. It will aim its cannon at a low arc towards the target, you can jump to avoid it, 12%. Sometimes, it will fire cannonballs vertically, which will drop down on the target from after a short delay.
Wyvern: Similar to the Battleship, it will fly above the stage. it will dive bomb the target at an inverted arc, 15%. It will sometimes, while directly above the target, corkscrew dive directly downward onto the target.
Darkside: The Darkside can punch the ground and create a shockwave for 10%, this also summons 3 Shadows. It can fire dark missiles which do small damage each and stun the target.[/b]
[box=Grabs]F-Throw: Multiple hit attack like Sora's F-throw, good for setting up a follow up. 12%
U-Throw: Summons a stone column that launches directly upward. Main KO throw, best against lightweights. 10%
D-Thow: Draws part of the opponents Heart out(life essense). Main damaging throw. 14%
B-Throw: Throw the opponent behind you with Zero Gravity. Low-scaling mostly set knockback that gets the opponent away from you. 8%
A attacks: Not too sure about these. Decent power and range, somewhat slow. Perhaps somewhat similar to Ike, but without so much landing lag. Definitely nothing that would put him in D tier like Brawl Ike. More decisive hits then Sora, more KO options but doesn't combo quite as quickly as Sora. I want the A attacks to give him a fun playstyle like Ike but without too many exploitable weaknesses.
Melds into darkness for his roll dodge and spot dodge. Roll dodge is a bit shorter then usual but is quick. Spot dodge can fake an out of shield Dspec.
Final Form: χ-Blade Xehanort with Vanitas
All keyblade attacks have double range due to the massive χ-Blade.
Up-B: Dark Splicer χ: Same as before but much faster, deals more damage and unlimited use. The dark vortex covers a much larger area and deals damage.
Side B: Ars Solum χ: Similar to before but improved and you can interrupt it by jumping or another action. Started with a rush like Kaiō-ken Attack.
Neutral B: Command Deck χ: Ultimate commands like Dark Firaga Burst, Meteor, Quake, Transcendence, Faith.
Down B: Dark Channeling χ: Draws energy from Kingdom Hearts to heal himself slowly. He's open to attack while doing this
Vanitas can use Dark Splicer, Dark Firaga, Crawling Fire. He can counter similar to Lucario. Functions like a special AT
It is an OP Final Smash but it lets you have the probable KH3
final battle in SSF2.
I'm expecting it to be Sora vs MX,
after he successfully forms the χ-Blade and Vanitas will be there since he can't be used in the fusion(Incomplete Heart).The χ-Blade is created by fusing 7 guardians of light with 13 Seekers of Darkness. Xehanort will probably have 13 others be involved in the fusion so he can wield the χ-Blade himself.Note: Does Mcleodgaming mind if we put a bunch of images here?
Just saw that other thread. Tommorow, I will revise this and post there
Other expansion ideas:
Charizard (Pokemon X/Y)
Cloud Strife (Final Fantasy VII)
Noctis Lucis Caelum (Final Fantasy XV)
Crono (Chrono Trigger)
Frog (Chrono Trigger)
Magus (Chrono Trigger)
Vegeta (Dragon Ball Z)
Sora (Kingdom Hearts 3 version)
Riku (Kingdom Hearts 3 version)
Terra (Kingdom Hearts Birth By Sleep version)
_________________Wii U main: Cloud Strife
SSF2 Mains:
,
,
,
(soon
&
). For fun:
,
,
,
.
SSF2 Hopes:
Cloud Strife, Crono, Magus(Chrono Trigger), Shulk, Riku(or another KH rep), Snake, Mewtwo, Wolf, Charizard, Little Mac, Villager, King Dedede, King K Rool, Ridley, Luffy, Sasuke, Ridley