|
|
Kumatora
|
|
Updated - September 10, 2011
|
|
Kumatora is the princess (with an attitude) of Osohe Castle, which by the time Lucas and company visit it, is entirely devoid of any living soul but her. Having been raised by the Magypsy Ionia, Kumatora, knowing a thing or two about the Magypsies, joins Lucas' party and joins them on their adventure to obtain the Seven Needles of the Seven Magypsies, each named after a different musical scale. Ionia, having foreseen Kumatora's journey to the realm of Super Smash Bros., taught her PSI from a hundred years passed, just in case she might find use of it in the fighting tournament devised by the mischievous Master Hand. Luckily enough for her, Kumatora did find use in these ancient psychic spells, having found that Ness and Lucas, two other representatives of the Mother realm in Super Smash Bros., used moves quite similar to her, particularly her own party leader, Lucas, who seemed to take her exact moves from her for the tournament when she wasn't paying any attention! Filled with a fire in her belly after seeing Lucas fight with PSI which rightfully belonged to her, Kumatora fights on, waiting for the moment where she encounters Ness, and, ultimately, Lucas, and defeats them one after the other.
Works:
Mother 3 (GameBoy Advance)
|
|
General Information
|
|
Offense:
|
4/10 |
Origin:
|
Mother 3 |
|
Defense:
|
4/10 |
Release Date:
|
April 20, 2006 |
|
Projectile:
|
6/10 |
Home Stage:
|
Saturn Valley Steppes |
|
Weight:
|
3/10 |
Taunt Up:
|
Kumatora crosses her arms, a smirk planted firmly on her face, entirely assured in herself, wind blowing through her hair practically magnificently... before the entire feeling of scene is just destroyed when she sticks her tongue out, eyes criss-crossed, razmatazzing her opponents in the cheekiest, most childish of ways. |
|
Speed:
|
6/10 |
Taunt Down:
|
Kumatora turns herself towards the player, much like Ness does with his own taunt, and waves an index finger at them, shaking her head from side to side, head down, as if in disagreement. Instead of "Okay," coming from her mouth like with Ness, however, it'll be a resounding "Hmph," one of many ways her tomboyish character ekes through into her Smash form. |
|
Recovery:
|
8/10 |
Taunt Side:
|
Kumatora clenches her fists, pounding them together, with an angry frown planted on her face, diagonally-tilted, thick, black eyebrows also denoting her unhappiness as she "Hmph"'s once more, though this time with more gusto, teeth gritting against each other as she does so before returning to her regular battle stance without missing a beat. |
|
Throwing Ability:
|
8/10 |
Entrance:
|
A beam of bright pastel pink light comes crashing down onto the stage, and Kumatora appears from within the light, which is actually her own version of PK Teleport, on one knee, pushing herself up and dusting off her clothes and scorch-marked face, jumping into her battle stance just like that, a tauntingly confident "Hah!" of a grunt coming from her mouth as she does so. |
|
Final Smash:
|
7/10 |
Kirby Hat:
|
The pink little puffball just about everyone loves dons Kumatora's head of lovely magenta hair the second he swallows her up, even though he knows he's an insatiable beast. That dastard! |
|
Moveset
|
|
Button Configuration
|
Name of Attack
|
Attack Details
|
|
Standard Special:
|
PK Love (5%-22%) |
Kumatora hurriedly waves her hand from one side of her body to the other, a flurry of little heart-shaped light pink lights following the tide, delivering a small pack of a punch to whomever is hit by this incredibly simple, close range attack, with a tad of an electrical shock added in for good measure, dealing a mere 5% damage. What did you say? This isn't good enough for any special move? Why, my friend, that is where you're wrong! There's for more to this move than what initially meets the eye, which is what I essentially documented before getting into the nitty-gritty details, which I shall now spew upon you with as much grace as a spewage can do up! Nothing dirty or innuendo-like here, folks. Anyway, filler aside... Wait, isn't this filler if I say 'filler aside'? NONETHELESS! If the special attack button is held instead of just being immediately pressed, a muchos diferente occurrence will be brought into the picture, with Kumatora still waving her hand in front of herself, from one side to the other- that doesn't change -but with a much different effect from there, with one fairly large heart (about the size of three Kirby's compacted together as tight as possible, really) emitting itself from beyond the confounds of the aforementioned "tide" brought into things by the waving of her hand and traveling in any given direction, which can be changed at any time with any shift of the control stick, before ultimately exploding in another flurry of smaller versions of itself upon three seconds being up, or upon the release of the special attack button. Once this heart unleashes its wrath just for the irony of it all, releasing all of its silly little smaller versions of itself with one fell fiery explosion of fury, as one certain bean-related nut of a villain (more irony!) might say, it'll dish out a pretty potent 22% damage towards anyone caught right in the middle of it, and a still solid 15% - 18% damage dealt to anyone caught right outside of its essential bulls-eye. If charged only halfway, though, the center of the explosion will deal only 17% damage, while the sides will dish out a good enough 11% - 13%. Kumatora is completely defenseless while using this move to its full extent, however, so extreme caution should be practiced. In the right hands, this move could contain game-changing properties, though in the left hands... Well, gaming doesn't really discriminate against lefties that much still, does it? |
|
Side Special:
|
PK Brainshock (3%-6%) |
Kumatora extends her hands outwards in a gesture very similar to that of Goku, or anyone else who can use the soon-to-be-mentioned attack in the Dragon Ball series of manga's, Kamehameha-type ending move, with both hands opened out, fingers spread apart, with one hand on top of the other, eyebrows tilted diagonally in what would appear to be pure confidence, if not tomboyish distemper, smirk planted right on her face once more, with one foot held far behind the other, her right leg tilting up in a way that she's almost crouched, making the whole stance in general quite similar to Goku's entire Kamehameha, right down to the energy flowing from out of her hands as she exclaims, "PK Brainshock!!" The only real difference, aside from the attack being entirely different than Kamehameha, from its name to its actual function, is the user of the attack. While Kumatora may be a tomboy, she isn't anywhere close to being a real boy, especially a tight-suited, futuristic Japanese one with the ability to fly and shoot earth-destroying lasers! LASERS! Nonetheless, PK Brainshock travels just as far as Lucas or Ness' PK Fire, though it functions, much, much more differently, from the way it moves to the way it dishes out its very own status effect. Instead of traveling straight-forward or diagonally down, PK Brainshock travels in two, small, separated light pink orbs roughly half the size of a PK Fire from Ness or Lucas, the one coming from the top hand traveling diagonally upward and the one coming from the left hand diagonally downward, making PK Brainshock more of a close-combat defensive move than a keep-away-type defensive move, each orb dishing out a very minor 3% damage. It isn't the damage that really means anything, though. If an unlucky opponent is indeed hit by any of the two Brainshock orbs, then they will suffer one of two potential mental tortures, they first of which paralyzes them in their place for a certain amount of time depending on the amount of damage they have already obtained, flinching them into submission for a good second and canceling their movement in mid-air regardless, and the second of which discombobulating their controls for a certain amount of time averaging around five seconds maximum, once again depending on the amount of damage already obtained, making for quite a mischievous situation of Kumatora's side of things. One Brainshock orb could potentially literally move an entire match in the wrong direction for one, two, or all of her rivals. Brainshock can be charged for up to three seconds, though it doesn't change the amount of damage or the amount of potency in each of its two status effects. Instead, the orbs will travel faster and in a more defensive pattern, circling completely around Kumatora in a closed circle twice, and at a pretty darn quick pace, at that! |
|
Up Special:
|
PK Teleport (0%) |
Kumatora crosses her arms and smirks in the exact same manner as her up taunt, though instead of being interrupted mid-taunt by the wind, thus destroying her entire plan of intimidating her opponent through a mere stare-down, she disappears in a beam of pink light exactly the same as the one presented in her entrance, being consumed by the light of her PK Teleport up special, taught to her by her technical parental guardian, the Magypsy Ionia, specifically for the Super Smash Bros. tournament she was invited to by Master Hand. Less than a moment later, Kumatora will reappear about two-and-a-half Ganondorf's higher than she once was, making for a potent recovery move about on-par with Mewtwo's recovery in Super Smash Bros. Melee, then dropping with no other option but down. Unlike with Mewtwo's Teleport, however, Kumatora may still use any attack of hers while in mid-air, with the exception of PK Teleport, of course, though she can only tilt the control stick in the direction of down, since she's been forced by the technical powers that be, also known as the developers of the Super Smash Bros. series, headed by the evil Masahiro Sakurai, to do so so that she may not seem "cheap". If Kumatora only knew such words were being used to describe her pre-development! She'd have their heads, she would! Kumatora also has more control with this form of Teleport than Mewtwo did in Melee, having the ability to cleverly tilt her control stick in any given direction a split second before being taken upwards, that way she might teleport to her left, or to her right, or any compass direction for that matter, with much more traction than Mewtwo had while doing so. The thing here is, though, that no matter what direction she's teleporting in, the laws of physics do still generally apply, and she cannot float through regularly impassable platforms. After performing the move, she may or may not have a comical scorch-mark smeared across her face as if she were a piece of burnt toast. Unlike with her entrance, she won't wipe off the mess on her own, though it will disappear in time as the battle courses on. |
|
Down Special:
|
PSI Shield (-?%-0%) |
Kumatora turns in the direction of the player, closing her eyes, a scared frown and overall expression placed on her usual tomboyish, overly-confident face for once, spreading both arms outward on either side of herself, hands wide-open, held towards her opponents in extreme disdain, forming two, light pink shields similar in build to that of Ness or Lucas' PSI Shield, though arguably much more effective, capturing all sorts of projectiles, not just energy-based types, and infusing their power into her body, causing her to be healed by half of however much the projectile would have dealt to her should she not have absorbed its power. The only exception here are Final Smash-based projectiles, such as Snake's Grenade Launcher's ammo, the Mario Finale, Samus' Energy Beam, or Yoshi's massive fireballs. On top of this, each of her PSI Shields can withstand up to three hits from any type of melee-based attack, once again the only exception being Final Smash-based melee attacks, such a Marth's Critical Hit, Link's Triforce Slash, or Ike's Great Aether, though she won't absorb energy from them like she would with projectiles, and, after taking their designate three hits per, they will crack under the pressure, shattering in their entirety, thus breaking Kumatora's focus upon them and putting a stopper on re-using the shield for roughly ten seconds, giving it enough time to recharge. |
|
Final Smash
|
PK Ground (25%-35%) |
Kumatora, eyes glowing ferociously due to the power imbued into her circa the all-mighty Smash Ball of lore, lifts one hand into the air, high above her head, before immediately having it crash right down to the earth beneath her feet, causing an immense, literally earthshaking event occur in which, well, quite frankly, the ground shakes. ONLY MORE EXCITINGLY, with the ground actually fluctuating up and down up to one-and-a-half Ganondorf's into the air, tossing opponents to and fro in such a cacophony of madness that they will most certainly be either flung off the stage, rack up enough damage to be fought off of it easily, or just become so confused that their controls, like with PK Brainshock, become all mismatched, only for a much longer time-box of up to ten seconds, as compared to Brainshock's approximate five, resulting in a probability of Kumatora beatin' the puddin' out of 'em while they're confused. If used in mid-air, Kumatora will come crashing down, which could prove even more lethal to her opponents, or just plain ol' lethal to herself, resulting in a self-destruct, or unleashing even angrier waves of energy from the eminent quake, with the waves ending up to five times as large depending on how high in the air Kumatora is when she comes crashing down. If anyone is stupid enough to come into contact with Kumatora as she punches at the ground, they will obtain a good 25% damage with surprisingly high knockback for the damage percentage, or 35% with even higher damage if she's high enough in the air when she comes crashing down, though the waves themselves deal no damage, and don't last as long the higher they air, generally averaging eight whole seconds while on ground and 2 - 5 otherwise. With the great heights it can attain though at its highest reach, who knows if more than two seconds are even needed? The waves may also just plain push opponents off of the stage if they're tall enough, though they are also avoidable should one be a floor below or above the mess, simply jumping out of the way of the tip of things as they pass by, as the quake's waves don't travel up or down and only sideways. |
|
Submitted By: Jonno
|
|
|
|
|
|
|