Post by Leedzie on Jul 2, 2008 20:30:04 GMT -5
I intended to app Saria next instead of Pio, but, circumstances have forced me to bump him ahead. :\
Name:
Espio
Game of Origin:
Sonic the Hedgehog series (Knuckles' Chaotix specifically)
Nicknames:
Pio, Rainbow Butt
Age:
20
Species:
Chameleon
Gender:
Male
Alignment:
Neutral
Type:
Light middleweight
Residence:
Central City in the Sonic world, no residence yet in the Smash world.
Personal Relationships (optional):
Knuckles (old and trusted friend), Vector (boss), Charmy ( ... "associate"), Eggman (HATEHATEHATE), Sonic (that annoying guy he helped that one time), Tails (annoying guy'swould-be boyfriend stalker sidekick), Rouge (also annoying, but Knux likes her, so, eh), Shadow (would mind working with him less if he'd make up his damn mind)
Occupation:
Ninja. And detective, apparently.
Moveset:
Espio's fighting ability focuses more on where and how the strikes are dealt, rather than how much power is behind them. While he DOES have a decent amount of strength, his physical prowess has less to offer him in combat than his reflexes, speed, and critical thinking do. Specifically, Espio seems to favor koshijutsu: attacking an opponent's pressure points to cause intense pain, numbness, or temporary paralysis. Even though this attrition-style approach to a battle puts him at a greater risk of injury, it's usually his best bet for success when facing opponents bigger or stronger than himself.
It should also be noted that acupressure is central to the study of koshijutsu. In addition to giving him a method of attack against his opponents, it can also bring relief to his allies. Unfortunately, acupressure is usually difficult to do on one's self, so it's only partially effective for his own recovery.
A moves
Knuckle Punch (standard A) - Like a standard punch, but with the middle knuckle extended.
Triple Strike (triple A) - Rotating 360 degrees to deliver a right chop, tail snap, and swing kick in rapid succession.
Relentless Knifehanded Jab -- (holding A) - Stiffening the fingers to make a sort of 'blade' out of his hand, he alternates between arms in a constant stabbing motion.
Lotus Kick (up + A) - Jumping and performing a complete clockwise rotation with an outward snapkick at the apex.
Palm Strike (left/right + A) - Using the heel of his hand to attack, usually aimed at something fragile or sensitive.
Horn Dash (run + A) - Lowers his head and rams the horn on his forehead into an opponent.
Kawarimi no Jutsu (down + A) - Vanishes and reappears elsewhere on the stage, leaving his opponent fighting some mundane item that was available -- or if possible, one of the other opponents.
B moves
Kunai Slash (standard B) - Swipes at his opponent with a kunai.
Tongue Snap (up + B) - Uses his tongue to either whip an opponent (shut up) or cling to a ledge.
Shuriken Storm (left/right + B) - Flings a handful of small shuriken.
Camouflage (down + B) - Becomes invisible for a short time.
C/Smash moves
Shuriken Strike (smash up) - Uses his gigantic shuriken to pound his opponents into next Ouchday.
Horn Drill (smash left/right) - Headbutts his opponent, effectively delivering both concussive impact and stabbing with his horn.
Tail Noose (smash down) - Catches an opponent in his tail coil and smashing them into the ground.
Z moves
Blood Choke (standard Z) - Also known as a Sleeper Hold.
Knee Jab (grab + A/C/Z) - Kicks with his knee into the opponent's kidneys.
Horn Toss (grab + up) - Jams his horn into the opponent's back and tosses them into the air.
Spine Snapper (grab + facing direction) - Continues to hold the upper body while binding the opponent's ankles with his tail, then does a compacted side kick directly into their backbone.
Reverse Sommersault Throw (grab + opposite direction) - Rolls onto his back and launches his opponent backwards with his feet, continuing with the momentum to flip back upright.
Pain of 1,000 Years (grab + down) - He, uh, kneels behind his opponent and stabs them in the ass with his horn. Yes, this is a bad Naruto reference, but I was ordered to do this by an OVERWHELMING majority vote.
Aerial moves
Spring (jump) - Self-explanatory.
Forward Flip (double jump) - Self-explanatory; performed at the peak of a jump to steal extra height.
Elbow Strike (A while jumping) - Fairly self-explanatory.
360 Crescent Kick (up + A while jumping) - A kick akin to the lotus and spin kicks, twirling him completely around with an angular swing to his leg.
Twirl Slash (left/right in facing direction + A while jumping) - Spinning like a top while extending a kunai with a reverse grip in each hand.
Reverse Side Kick (left/right in opposite direction + A while jumping) - Appears to start as a side kick, but then swings around to strike backwards with the heel.
Plummet Stomp (down + A while jumping) - Rapidly descending and striking an opponent from above with the heels of both feet.
Other moves
Sprint (sharp left/right) - Self-explanatory.
Tenkan (L or R) - Pivoting 180 degrees to sidestep an attack.
Perch (contacting a wall or ceiling) - Can remain there indefinitely. He can also walk or run, so long as at least one of his hands or feet remains in contact with the surface at all times.
Taunts
Contempt (up) - Folds his arms, glares, and mutters, "Stop wasting my time."
Henge no Jutsu (left/right) - Transforms into whomever he's fighting against and does one of their own taunts back at them.
Kaleidoscoping (down) - Kneels and rapidly shifts the colour of his hide (his Knuckles' Chaotix idle).
Final Smash:
Kage Bushin no Jutsu - Espio performs a series of hand seals and produces several full-flesh copies of himself. Depending on the number of opponents and their given capabilities, these copies may each take on a separate opponent, gang up against individual ones, or join together to defend the real Espio. (It should be noted that the defensive manuever is only ever really used if Espio himself is injured to the point that he can't sufficiently take care of himself.)
Weaknesses:
Espio's greatest weakness is easily his cripplingly severe claustrophobia. When he was confined by the Combi-Catcher, the capsule in which he was enclosed was too small for a person his size, leaving him with almost no mobility and an extremely limited air supply. Espio received such a traumatic shock to his psyche that he's been terrified of confinement ever since (to his own chagrine). Most of the time he can keep his panic at least somewhat in check, but if the space becomes too limited, he suffers a complete meltdown, leaving him vulnerable to anyone and anything.
The ability to camouflage against seemingly any background is without question a huge advantage, but it's not without its drawbacks. Despite the usefulness of the ability, his stealth can easily be exposed by some sort of coating: dirt, paint, powder, water (as it would leave footprints), etc can all expose him while he's camouflaged. Additionally, Espio accidentally drops his camouflage if he happens to sneeze.
As a reptile, Espio is also vulnerable to colder temperatures. He can operate normally down to 60 degrees, but dropping below that starts to give him problems. As he endures lower temperatures, Espio becomes weak and sluggish, and if he doesn't make it back to heat in a reasonable amount of time (or before the temp gets even lower), he'll eventually slip into a coma. Prolonged time in this state can eventually result in death if he doesn't make it back to the heat.
Combat-wise, Espio is quite the powerhouse in terms of skill, speed, agility, and even strength in many respects, but he's not as heavy as many of his competitors. As he's short and a little on the thin side, he's somewhat easy to toss, which can put him at a disadvantage in an area without walls or complete flooring.
Personality:
A quiet and self-reliant chameleon, Espio doesn't have the best social skills in the world. He tends to be blunt with ideas and sarcastic with replies, even to people he doesn't know. Because of this, Espio frequently makes a bad first impression, but as his friends have gotten to know him, they've also learned to detect the subtle nuances in his body language and the cadence of his voice. Overall, he's typically seen as a grumpy, stubborn introvert, but at the times he's actually able to find peace, Espio can actually be fairly pleasant... albeit a bit mischivous. Regardless of his situation or mood, he's constantly pushing himself to work harder and hide weakeness -- occasionally to his own downfall, as he sometimes doesn't allow himself enough recovery time.
Between his skills as a ninja and his abilities as a chameleon, Espio is more than a force to be reckoned with. However, as fate would have it, he's also cursed with a cripplingly severe case of claustrophobia. The two forces constantly clash within him, and in the end usually just leave Espio scolding himself. This is the root of the chameleon's hatred for Dr. Eggman, as if it hadn't been for the good doctor's wretched machine, he wouldn't have ended up with his suffocating phobia.
For the most part, Espio keeps to himself, only volunteering information when asked, and will brood over annoyances for a pretty long time before finally doing anything about them. He's got a surprisingly long fuse, but once that wick runs out, his temper can explode hard -- a lesson Charmy's learned many times when Espio's attempted to eat him in his rage. With the weight of the business and his partners' welfare constantly riding on his shoulders, Espio is usually under a lot of stress, and rarely gets enough quality sleep (which likely contributes to his perpetual bad mood). He usually prefers to do things his own way, even when given detailed instructions. He takes his honor and discipline VERY seriously, and will come down extremely hard on himself for violating either.
Likes:
PEACE AND QUIET, heat and humidity, reading, meditation, playing the shamisen, apples, nachos, target practice, sneaking up on people and scaring the bejesus out of them.
Dislikes:
Vector pestering him to be a L337 H4XX0R, Eggman, confined spaces, being lectured, being cold, living in the city, people going back on their word, public displays of affection, soda drinks, dealing with Charmy for extended periods of time.
Appearance:
History:
Espio was born and lived for most of his life in Rainbow Valley, a lush environment perfect for honing his natural camouflaging skills. Even as a child he was a bit of a trouble-maker, using his talents against his peers for the sheer fun of it. It wasn't until his pre-teen years that he became intersted in ninjutsu, an interest that quickly matured his attitude and behavior as he worked to be more disciplined.
At 16, Espio found himself caught up in a huge mess created by Eggman, whereby he met Knuckles, Mighty, Vector, and Charmy. The team work (or lack thereof) was chaotic at best, and the experience embittered his outlook a bit. Espio made up his mind to work harder at his training and become more self-reliant, but at the same time never actually broke his ties with the others. A couple of years later, Espio was approached by Vector to be part of a detective agency he was starting -- aptly named "Chaotix" as a reminder of their hectic first meeting. Espio was less than enthused, and sensed even then that the bulk of the work would probably fall on him (based on his previous encounters with the others), but allowed himself to be dragged into the union mostly for financial reasons.
Today he is still the anchor of the Chaotix Detective Agency, but his true passion is still ninjutsu, and he persues the practice without rest.
Anything else? (Optional)
Espio wasn't always claustrophobic; actually, he developed the fear during his first meeting with the Chaotix after being trapped in Eggman's Combi-Catcher. This has caused him to develop a burning hatred for the good doctor, since prior to the incident Espio didn't have any major weaknesses; essentially, Espio believes that Eggman "ruined" his path to becoming a perfect ninja, and he seeks revenge for this wrongdoing. Because Knuckles was the one that freed him from the Combi capsule, Espio has become almost completely obedient to him in order to repay the debt he feels he owes.
When Espio camouflages, simple objects that he's contacting at the time will disappear with him. "Simple" is the key word to this; it's limited to his clothing, weapons, etc. He can NOT camouflage other living beings. The invisibility will also only apply to things he's contacting WHILE changing colour; if he picks something up while hidden, the object will remain as it always was and appear to float in the air, not spontaneously disappear.
For the most part, Espio's "resting" colour is the purple we're all familiar with, but he's known to go through other hues even without need of invisibility. Most commonly, he's known to "kaleidoscope" when idle or in deep thought; that is, he'll randomly shift through several colours. Additionally, Espio's shade is frequently linked to the intensity of his mood. He might flash red when angry, or his kaleidoscope could be come dark and murky when he's upset.
Name:
Espio
Game of Origin:
Sonic the Hedgehog series (Knuckles' Chaotix specifically)
Nicknames:
Pio, Rainbow Butt
Age:
20
Species:
Chameleon
Gender:
Male
Alignment:
Neutral
Type:
Light middleweight
Residence:
Central City in the Sonic world, no residence yet in the Smash world.
Personal Relationships (optional):
Knuckles (old and trusted friend), Vector (boss), Charmy ( ... "associate"), Eggman (HATEHATEHATE), Sonic (that annoying guy he helped that one time), Tails (annoying guy's
Occupation:
Ninja. And detective, apparently.
Moveset:
Espio's fighting ability focuses more on where and how the strikes are dealt, rather than how much power is behind them. While he DOES have a decent amount of strength, his physical prowess has less to offer him in combat than his reflexes, speed, and critical thinking do. Specifically, Espio seems to favor koshijutsu: attacking an opponent's pressure points to cause intense pain, numbness, or temporary paralysis. Even though this attrition-style approach to a battle puts him at a greater risk of injury, it's usually his best bet for success when facing opponents bigger or stronger than himself.
It should also be noted that acupressure is central to the study of koshijutsu. In addition to giving him a method of attack against his opponents, it can also bring relief to his allies. Unfortunately, acupressure is usually difficult to do on one's self, so it's only partially effective for his own recovery.
A moves
Knuckle Punch (standard A) - Like a standard punch, but with the middle knuckle extended.
Triple Strike (triple A) - Rotating 360 degrees to deliver a right chop, tail snap, and swing kick in rapid succession.
Relentless Knifehanded Jab -- (holding A) - Stiffening the fingers to make a sort of 'blade' out of his hand, he alternates between arms in a constant stabbing motion.
Lotus Kick (up + A) - Jumping and performing a complete clockwise rotation with an outward snapkick at the apex.
Palm Strike (left/right + A) - Using the heel of his hand to attack, usually aimed at something fragile or sensitive.
Horn Dash (run + A) - Lowers his head and rams the horn on his forehead into an opponent.
Kawarimi no Jutsu (down + A) - Vanishes and reappears elsewhere on the stage, leaving his opponent fighting some mundane item that was available -- or if possible, one of the other opponents.
B moves
Kunai Slash (standard B) - Swipes at his opponent with a kunai.
Tongue Snap (up + B) - Uses his tongue to either whip an opponent (shut up) or cling to a ledge.
Shuriken Storm (left/right + B) - Flings a handful of small shuriken.
Camouflage (down + B) - Becomes invisible for a short time.
C/Smash moves
Shuriken Strike (smash up) - Uses his gigantic shuriken to pound his opponents into next Ouchday.
Horn Drill (smash left/right) - Headbutts his opponent, effectively delivering both concussive impact and stabbing with his horn.
Tail Noose (smash down) - Catches an opponent in his tail coil and smashing them into the ground.
Z moves
Blood Choke (standard Z) - Also known as a Sleeper Hold.
Knee Jab (grab + A/C/Z) - Kicks with his knee into the opponent's kidneys.
Horn Toss (grab + up) - Jams his horn into the opponent's back and tosses them into the air.
Spine Snapper (grab + facing direction) - Continues to hold the upper body while binding the opponent's ankles with his tail, then does a compacted side kick directly into their backbone.
Reverse Sommersault Throw (grab + opposite direction) - Rolls onto his back and launches his opponent backwards with his feet, continuing with the momentum to flip back upright.
Pain of 1,000 Years (grab + down) - He, uh, kneels behind his opponent and stabs them in the ass with his horn. Yes, this is a bad Naruto reference, but I was ordered to do this by an OVERWHELMING majority vote.
Aerial moves
Spring (jump) - Self-explanatory.
Forward Flip (double jump) - Self-explanatory; performed at the peak of a jump to steal extra height.
Elbow Strike (A while jumping) - Fairly self-explanatory.
360 Crescent Kick (up + A while jumping) - A kick akin to the lotus and spin kicks, twirling him completely around with an angular swing to his leg.
Twirl Slash (left/right in facing direction + A while jumping) - Spinning like a top while extending a kunai with a reverse grip in each hand.
Reverse Side Kick (left/right in opposite direction + A while jumping) - Appears to start as a side kick, but then swings around to strike backwards with the heel.
Plummet Stomp (down + A while jumping) - Rapidly descending and striking an opponent from above with the heels of both feet.
Other moves
Sprint (sharp left/right) - Self-explanatory.
Tenkan (L or R) - Pivoting 180 degrees to sidestep an attack.
Perch (contacting a wall or ceiling) - Can remain there indefinitely. He can also walk or run, so long as at least one of his hands or feet remains in contact with the surface at all times.
Taunts
Contempt (up) - Folds his arms, glares, and mutters, "Stop wasting my time."
Henge no Jutsu (left/right) - Transforms into whomever he's fighting against and does one of their own taunts back at them.
Kaleidoscoping (down) - Kneels and rapidly shifts the colour of his hide (his Knuckles' Chaotix idle).
Final Smash:
Kage Bushin no Jutsu - Espio performs a series of hand seals and produces several full-flesh copies of himself. Depending on the number of opponents and their given capabilities, these copies may each take on a separate opponent, gang up against individual ones, or join together to defend the real Espio. (It should be noted that the defensive manuever is only ever really used if Espio himself is injured to the point that he can't sufficiently take care of himself.)
Weaknesses:
Espio's greatest weakness is easily his cripplingly severe claustrophobia. When he was confined by the Combi-Catcher, the capsule in which he was enclosed was too small for a person his size, leaving him with almost no mobility and an extremely limited air supply. Espio received such a traumatic shock to his psyche that he's been terrified of confinement ever since (to his own chagrine). Most of the time he can keep his panic at least somewhat in check, but if the space becomes too limited, he suffers a complete meltdown, leaving him vulnerable to anyone and anything.
The ability to camouflage against seemingly any background is without question a huge advantage, but it's not without its drawbacks. Despite the usefulness of the ability, his stealth can easily be exposed by some sort of coating: dirt, paint, powder, water (as it would leave footprints), etc can all expose him while he's camouflaged. Additionally, Espio accidentally drops his camouflage if he happens to sneeze.
As a reptile, Espio is also vulnerable to colder temperatures. He can operate normally down to 60 degrees, but dropping below that starts to give him problems. As he endures lower temperatures, Espio becomes weak and sluggish, and if he doesn't make it back to heat in a reasonable amount of time (or before the temp gets even lower), he'll eventually slip into a coma. Prolonged time in this state can eventually result in death if he doesn't make it back to the heat.
Combat-wise, Espio is quite the powerhouse in terms of skill, speed, agility, and even strength in many respects, but he's not as heavy as many of his competitors. As he's short and a little on the thin side, he's somewhat easy to toss, which can put him at a disadvantage in an area without walls or complete flooring.
Personality:
A quiet and self-reliant chameleon, Espio doesn't have the best social skills in the world. He tends to be blunt with ideas and sarcastic with replies, even to people he doesn't know. Because of this, Espio frequently makes a bad first impression, but as his friends have gotten to know him, they've also learned to detect the subtle nuances in his body language and the cadence of his voice. Overall, he's typically seen as a grumpy, stubborn introvert, but at the times he's actually able to find peace, Espio can actually be fairly pleasant... albeit a bit mischivous. Regardless of his situation or mood, he's constantly pushing himself to work harder and hide weakeness -- occasionally to his own downfall, as he sometimes doesn't allow himself enough recovery time.
Between his skills as a ninja and his abilities as a chameleon, Espio is more than a force to be reckoned with. However, as fate would have it, he's also cursed with a cripplingly severe case of claustrophobia. The two forces constantly clash within him, and in the end usually just leave Espio scolding himself. This is the root of the chameleon's hatred for Dr. Eggman, as if it hadn't been for the good doctor's wretched machine, he wouldn't have ended up with his suffocating phobia.
For the most part, Espio keeps to himself, only volunteering information when asked, and will brood over annoyances for a pretty long time before finally doing anything about them. He's got a surprisingly long fuse, but once that wick runs out, his temper can explode hard -- a lesson Charmy's learned many times when Espio's attempted to eat him in his rage. With the weight of the business and his partners' welfare constantly riding on his shoulders, Espio is usually under a lot of stress, and rarely gets enough quality sleep (which likely contributes to his perpetual bad mood). He usually prefers to do things his own way, even when given detailed instructions. He takes his honor and discipline VERY seriously, and will come down extremely hard on himself for violating either.
Likes:
PEACE AND QUIET, heat and humidity, reading, meditation, playing the shamisen, apples, nachos, target practice, sneaking up on people and scaring the bejesus out of them.
Dislikes:
Vector pestering him to be a L337 H4XX0R, Eggman, confined spaces, being lectured, being cold, living in the city, people going back on their word, public displays of affection, soda drinks, dealing with Charmy for extended periods of time.
Appearance:
History:
Espio was born and lived for most of his life in Rainbow Valley, a lush environment perfect for honing his natural camouflaging skills. Even as a child he was a bit of a trouble-maker, using his talents against his peers for the sheer fun of it. It wasn't until his pre-teen years that he became intersted in ninjutsu, an interest that quickly matured his attitude and behavior as he worked to be more disciplined.
At 16, Espio found himself caught up in a huge mess created by Eggman, whereby he met Knuckles, Mighty, Vector, and Charmy. The team work (or lack thereof) was chaotic at best, and the experience embittered his outlook a bit. Espio made up his mind to work harder at his training and become more self-reliant, but at the same time never actually broke his ties with the others. A couple of years later, Espio was approached by Vector to be part of a detective agency he was starting -- aptly named "Chaotix" as a reminder of their hectic first meeting. Espio was less than enthused, and sensed even then that the bulk of the work would probably fall on him (based on his previous encounters with the others), but allowed himself to be dragged into the union mostly for financial reasons.
Today he is still the anchor of the Chaotix Detective Agency, but his true passion is still ninjutsu, and he persues the practice without rest.
Anything else? (Optional)
Espio wasn't always claustrophobic; actually, he developed the fear during his first meeting with the Chaotix after being trapped in Eggman's Combi-Catcher. This has caused him to develop a burning hatred for the good doctor, since prior to the incident Espio didn't have any major weaknesses; essentially, Espio believes that Eggman "ruined" his path to becoming a perfect ninja, and he seeks revenge for this wrongdoing. Because Knuckles was the one that freed him from the Combi capsule, Espio has become almost completely obedient to him in order to repay the debt he feels he owes.
When Espio camouflages, simple objects that he's contacting at the time will disappear with him. "Simple" is the key word to this; it's limited to his clothing, weapons, etc. He can NOT camouflage other living beings. The invisibility will also only apply to things he's contacting WHILE changing colour; if he picks something up while hidden, the object will remain as it always was and appear to float in the air, not spontaneously disappear.
For the most part, Espio's "resting" colour is the purple we're all familiar with, but he's known to go through other hues even without need of invisibility. Most commonly, he's known to "kaleidoscope" when idle or in deep thought; that is, he'll randomly shift through several colours. Additionally, Espio's shade is frequently linked to the intensity of his mood. He might flash red when angry, or his kaleidoscope could be come dark and murky when he's upset.