Spyro the Dragon
Attack Speed: 4/5
Weight: 3/5 Traction: 3/5
Costumes Spyro changes the colour of his scales.
Spyro appears on the battlefield through a portal.
Up: Steam starts coming of Spyro's mouth and saids "Is that all?"
Side: Spyro flicks his head spines up with his paw.
Down: Sparx flies close to the camera and sticks his tounge out .
Abilities can wall jump
has a very special jumping process
first he does his standard double jump. His third jump causes him to glide until he touches ground or until he does his fourth jump which he hovers slightly before dropping down
AAA: Tail strike
Smash A>: Mega Headbutt
Smash A^: Back taip whip
Av: Foot sweep
Smash Av: Tail Sweep
Running A: Running Headbutt
A^: Backflip kick
A>: Drop kick
A<: Backwards kick
B: elemental Breath - Spyro's shoots out a breath that is determined by the stage he is on
if the stage is grounded or a grassy stage the breath is fire
if the stage has a lot of water or ice the breath is ice
if the stage is aerial or has a lot of mechacnical properties the breath is electricity
if the stage has lava or a lot of hazards the breath is earth
now your thinking that earth breath should be for grassy stages and fire for lava stages. Well fire is the most common breath so is should be available on the least dangerous stages and earth breath is the most powerful so it should be available on the most dangerous stages
B>:charge- spyro charges forward. Can be powered up to super charge but is harder to stop. Works like sonic's spindash except he can't turn around
B^: headbash- works like king dedede super jump but can't be canceled in midair. spyro also always jumps in a long arc
Bv: wing shield- spyro crosses his wings in front of him. Can reflect all projectiles except for fully charged projectiles or final smash projectiles. Spyro can be hit by projectiles from behind
final smash- dragon fury spyro unleashes an explosion of the element he used for his breath attack
different elements have different final smash abilities
fire- causes more damage but less knockback
ice- freezes opponent and has moderate knockback
electric- high damage moderate knockback
earth- high damage high knockback
Z: Grabs the enemy
Z^: Lifts the opponent upwards then slashs them.
Z>: Let go of the enemy and kicks them.
Zv: Rises them up and slams them.
Z<: Stabs the enemy through the chest and throws them.