User:Athena Hawkins/Syi Smash

Syi is a playable character and uhh an unlockable in some Smash Bros. knockoff. She is a lightweight glass cannon representing the Syi-Fi franchise.

Strengths

 * Has quick and nimble speed.
 * Has a good range of strong attacks.
 * Good air speed and air game.
 * Has strong jumps.
 * Many of her attacks have wide range, thanks to her vine attacks.
 * She is able to keep opponents far away from her with her vine attacks, forcing opponents to change strategies.
 * Many of her non-vine attacks can lead up into combos.
 * A lot of her vine attacks can cancel projectiles.
 * Can wall jump.
 * Has a teether recovery, as well as extended grab range.
 * Has good throws.
 * Has a self healing system.
 * Her side special has what's called "Syicide".  Much like Ganoncide, she'll take an opponent and force them down.  She will lose her stock after her opponent.

Weaknesses

 * Has no true projectile.
 * Usually low launching power on many attacks.
 * Many of her attacks leave her vulnerable to others if they miss.
 * Somewhat poor recovery that can make getting bad to the stage difficult.
 * Little to no vertical recovery.
 * A lightweight, able to be knocked back easily.
 * Her defense is low, which can result in her getting damage fast.
 * Her shield takes more damage than most characters', as her shield is rather vines than the standard shield and her defenses are weak overall.

Summary
Syi is a Glass Cannon type of character, featuring Long Range attacks as well as Zoning tactics. She is fairly floaty and lightweight, and can jump all around the place, hard for slow characters to catch up to her. Keeping Syi alive means not letting her get hit often, as she takes damage easily. To keep her out of opponents' way, use her ranged attacks and only get close when the opponent needs to stop and take a breather for a second after using a high lag attack or something. As she has many ranged attacks, she can effectively control the space around her, and interrupt opponents' moves or destroy their projectiles, and force opponents to change strategy. She even has a self healing mechanism, something most characters lack.

Syi has a mixed moveset of high power and good range, many of them being quick to preform and easy to pull off, and her combo potential is very high, her aerial attacks and tilts lead well into long combo chains. As an example, she can use her up tilt to drag enemies into the air, then use her up special to get atop the opponent, then slam them down with her down aerial. Her attacks can be punished if they miss, so good accuracy and predictability is key to mastering her abilities.

Her special attacks can have many different uses. Her Neutral special, the Root Extension, can be used to hit enemies off guard or form a solid wall to block a projectile for a split second. Her Side special, the Lasso, can be used to set up combos or keep Syi a safe distance from her enemies. Her Up special isn't very great recovery wise, but she can slam opponents down below her if she uses it to catch onto them. Her Down special, Aloe Vera, can be used to recover Syi from damage, especially effective after the opponent has proven to not be able to go back onto the stage.

Her main flaws include her floatiness and lightweight attributes, which allow her to get knocked back easily by a good amount of attacks. She also has a poor defense, taking large chunks of damage if she is not careful. Her recovery and shield defenses are also quite poor, and can hinder her playability in battle.

All in all, Syi is a good character for those who like to zone their enemies out, although some of her techniques can be tricky to master, and her combos are no easy feat to accomplish for new players, as they can be complicated. Despite this, however, once these skills are mastered, Syi can dominate the battlefield and control the area with her vines, heal up damage when necessary, and throw opponents off stage quite easily. Her grabbing techniques are superb as well and she can mix up her playstyle to confuse or frustrate opposing players. However, she is a Glass Cannon and requires careful playing to make sure she doesn't get dominated faster than she can dominate.

Normal

 * Normal A: Punch-Vine Combo: Syi punches once, then again, and then follows up by forcing a root underground and slapping the opponent away with low knockback, allowing for combos.  The first punch deals 2%, the second does 3%, and the vine slap does 6%.

Tilts

 * Up Tilt: Syi brings forth a vine from the ground, dragging enemies upward as long as they are right in front of her.  Deals 12%.
 * Down Tilt: Syi slumps down, stretching her legs in different directions.  Deals 8%, although doesn't have long range.
 * Forward Tilt: Syi drags a thorny vine forward, extending a fair distance.  Deals 9%.

Smash Attacks

 * Up: Syi picks up two vines from the ground, then slashes them over her head.  Deals 13-18%.
 * Forward: Syi does a slow step forward, with her vines preforming a slam with powerful knockback coming at thrice the speed.  Deals 16-24%.
 * Down: Syi spins around with her vines, doing a long range whip attack of large knockback, but little damage.  Each vine slap deals 2%, although if all hits connect, the total output is 22%.

Other attacks

 * Dash Attack: Syi jumps a small distance, then smashes her fists forward for 8%.
 * Ledge Attack: Syi pulls her vines onto the ledge, then thrusts herself forward.  The vines deal 2%, while Syi deals 6%.
 * Get Up Attack: Spins around, her hair going around and slapping opponents who are too close.  Deals 5%.

Aerial Attacks

 * Up Aerial:Swings a thorny vine above her.  The tip deals 12%, and the part of the vine closest to Syi deals 7%.
 * Down Aerial: Syi kicks down with both legs, doing a meteor smash if connection is made with a foe at the move's climax.  The kick deals 9%, the meteor smash one dealing 13%.
 * Neutral Aerial: Syi punches forward, dealing 7%.  Doesn't do much knockback, allowing her to follow up with another move.
 * Forward Aerial: Syi swings her vines forward in a wide arc, dealing 10% at the tip and 5% on the part closest to Syi.  Doesn't do much knockback, again, but can be used for a combo.
 * Back Aerial: Syi smashes her posterior backwards.  If sweet spotted, the move deals 11%.  Otherwise, it just deals 9%.  Reasonable knockback.

Grabs and Throws

 * Grab: Syi extends a vine forward, tightening it around a foe and reeling them in.  It can be used for tether recovery, too.
 * Pummel: Syi punches the foe, dealing 2% per hit.
 * Forward Throw: Picks up the foe, then uses a vine to smack them forward.  5%.
 * Back Throw: Syi picks up the foe, then smashes her posterior towards them to send them flying behind her.  5%.
 * Down Throw: Syi shoves the foe onto the ground and kicks them upward for 4% damage.  Due to the low knockback, it can be used as a combo set up.
 * Up Throw: Syi picks up two vines from the ground, then smashes them up in a spiral towards the opponent.  Deals 8% and has surprisingly high knockback.

Special Moves

 * Neutral: Root Extension ~ Syi digs her feet into the ground, then makes a vine travel underground.  When the player lets go of B, a giant thorn will pop upward.  The thorn will deal 28% if it hits the opponent directly on the tip, and 21% if not.  The vines extending from the ground following the thorn damages foes for 1% for every second they touch it, although it deals no knockback at all, even at high percentages.
 * Special 1: Root Cutter ~ Same as Root Extension, except that the roots fully go above the ground and the giant thorn no longer exists.  Unlike before, the vines actually cause some knockback.
 * Special 2: Root Paralysis ~ Same as Root Extension, but the thorn becomes a clamp trap, which paralyzes foes upon contact, allowing for combos.
 * Side: Lasso ~ Syi tosses a vine forward towards an opponent and grabs them.  Then she can smash them into the ground (12%) or into other opponents (9% to all hit by the move).  If the ground is hit or when Syi is hit, the move stops functioning.  The lasso does not reach very far nor is its arc long, but this can be made into the advantage of a combo set up.  If done in the air, the opponent will just be slammed straight down for 13% upon ground contact.
 * Special 1: Extended Lasso ~ The extension of the lasso has been made longer, but the lasso has a limited life span.
 * Special 2: Burn Lasso ~ Syi will catch onto an opponent like before, but will burn them and then let them go.  It cannot be swung like with the other two forms of this move. (12%)
 * Up: Vine Swing ~ Syi tosses a vine into the air, which isn't very long, therefore meaning mediocre recovery, but if she gets into contact with an opponent, she can swing atop the foe and use them as a footstool, and is able to do any other action from there.  The footstool does 2% damage.
 * Special 1: Vine Extension ~ Syi can no longer grab onto opponents, but the vine is longer and provides a much safer recovery.
 * Special 2: Vine Choke ~ Syi will go up just as high with Vine Swing, but if contact is made with an opponent, she will drag them close and choke them with the vines before swinging the foe away with her posterior. (14%)
 * Down: Aloe Vera ~ Syi chains herself to the ground and absorbs nutrients.  For every three seconds she remains attached to the ground, she heals 4%.  If the player mashes B, however, she'll heal faster.  If she is hit during this process, she'll take twice the damage and knockback than usual.  Play this move safely.
 * Special 1: Sorrow Strain ~ Rather than healing, Syi thinks about her past and how awful it is, and takes damage for every three seconds she remains attached to the ground.  The damage she takes induces her "rage" must faster, strengthening her attacks' power.  If she is hit during this process, she'll still take twice the damage and knockback than usual, but this counts as part of the rage buildup, so it can be used as an advantage.
 * Special 2: Quick Drain ~ Syi will drain energy from enemies that are grounded, giving them miniscule damage for every one second they are on the ground while Syi heals by the amount of energy she takes from them.
 * Final: Slam Jam ~ Syi picks up any opponents really close to her, then wraps them in vines, then goes into the center of stage and starts swinging the opponents around the stage, treating the boundaries lines as if they were walls.  Opponents will get slammed into walls ten times for 48% damage, and anyone hit by the opponents being swung around will take 12% damage and be knocked backwards.  At the end of the move, opponents who have taken 110% damage or more will be shot out of the stage.

Taunts

 * Forward and Back Taunt: Syi spins in place, then bows, spreading vines from her hands before zipping them back.
 * Down Taunt: Syi takes a blue ring off her hand and tosses it in place, shaking her lower half slowly.
 * Up Taunt: Syi smiles, spreading vines from her hands forward.  This taunt can actually attack for 5%.

Victory Poses

 * Syi dusts her hands, then puts on a proud smile, folding her arms.
 * Syi dances in place, then nearly topples over out of embarrassment.
 * Syi swings her vines around, singing mockingly; "Is that all you got?"