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Chell
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Updated - August 14, 2011
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Chell is the main protagonist and player character of the Portal series. Chell first appears in Portal, where she is taking part in the Aperture Science Enrichment Center's test under supervision by GLaDOS. GLaDOS tries to kill her as Chell then tries to escape the Enrichment Center, attempting to kill GLaDOS in the process. However, Chell is dragged back into the laboratories at the end of the game. Chell reappears in Portal 2: Lab Rat, a prelude webcomic to Portal 2, where Doug Rattmann puts her in stasis. In Portal 2, Chell is reawakened by Wheatley and they attempt to escape.
Works:
The Orange Box (PC / PlayStation 3 / XBox 360)
Portal (PC / XBox Live / Mac)
Portal 2 (PC / Mac / PlayStation 3 / XBox 360)
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General Information
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Offense:
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4/10 |
Origin:
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Portal |
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Defense:
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5/10 |
Release Date:
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October 10, 2007 |
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Projectile:
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8/10 |
Home Stage:
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Aperture Science Enrichment Center |
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Weight:
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6/10 |
Taunt Up:
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Chell raises the portal gun to her shoulder in a rifle stance and smirks at the foe. |
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Speed:
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4/10 |
Taunt Down:
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Chell jumps. |
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Recovery:
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8/10 |
Taunt Side:
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Keeping the portal gun in her left hand, Chell raises her right hand to her face and...facepalms. Yeah, she went there. |
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Throwing Ability:
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5/10 |
Entrance:
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A shed is at Chell's starting point, which she exists. A Companion Cube pops out afterwards, hitting Chell in the head. The Cube and The Shed disappear once the fight start. |
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Final Smash:
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9/10 |
Kirby Hat:
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Kirby obtains a miniature Portal Gun and an Aperture Science Symbol on his stomach. The colors of Kirby's portals are pink and red as compared to Chell's orange and blue portals. |
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Moveset
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Button Configuration
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Name of Attack
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Attack Details
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Standard Special:
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Portal Gun (3%) |
Chell enters a stance where she holds the Portal Gun as though it were a cannon, being able to aim it like a Cracker Launcher. When she presses B, and orb of orange energy exits the Portal Gun, it travelling forward at Sonic's Dash Speed. If it hits the ground or the floor, it creates a Fox-Sized Portal. The next time Chell uses this, she fires a blue portal. The two will be connected to each other, entering the Blue Portal will mean exiting the Orange Portal, etc. Foes and Chell can enter portals, and it deals 3% to a foe who enters this. Chell will mainly want to keep foes in her portals through aerial comboing or building up their momentum with her gels and slinging them offstage. Portals disappear after 30 seconds or until she moves one of them by firing the Portal Gun again. |
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Side Special:
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Gel (?%) |
If the control stick is pushed forward, a stream of blue gel will fly past Chell, coating an area the size of Battlefield with itself. If anyone steps on it, they will move forward at Sonic's dash speed across the gel, potentially flinging them offstage if Chell has it near the edge or they go through a portal while on the gel. If the control stick is pushed backwards, a stream of orange gel will fly past Chell covering the same area as Blue Gel. If foes or Chell step on it, they will bounce upwards the height of Sonic's up special, meaning they'll constantly bounce if they keep landing on it. Gels last for 18 seconds each and Chell can have an unlimited amount, so as to coat the stage. |
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Up Special:
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Portal Platform (?%) |
A platform materializes underneath Chell, roughly the size of a normal Battlefield Platform. If used on stage, the platform will be sideways, acting as a wall that she can place portals onto. From here, Chell can use her portals or gels on the platform to recover, or bounce foes through a series of walls with gels and portals. Of note, one of Chell's best strategies is to build a box consisting of two walls and a platform above it, loading it with blue gel and putting the foe into it with a portal so she can rack damage before sending them offstage using the momentum. It's tricky, but one of her best KOing tools. Each Platform lasts for 10 seconds and Chell can only create 1 each time she is in the air. |
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Down Special:
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Turret (?%) |
An Aperture Science Turret pops to the ground in front of Chell, before it begins looking for targets. If a turret is a Battlefield away from a foe, it will lock onto them and take a second to prepare before it fires at them. Each shot deals 6% and no knockback or flinching, mainly being used as a damage racker while Chell sends them through portals. The turret cannot move, will stop firing if someone exits its' range and has 20% stamina. Chell can have three Turrets onstage to rack damage with. Of note, if a Turret is built on Blue Gel, it will move forward as you'd expect and if it is on Orange Gel, it will constantly bounce up and down, being able to fire in both cases. |
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Final Smash
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Portal To The Moon (KO) |
Chell takes out her Portal Gun and fires a blue portal up at the sky and an orange portal on the ground, before running away. After 3 seconds, the blue portal reaches it's destination: The Moon. The Portal begins sucking everything around it in, sucking anything in a Final Destination away from it. Parts of the stage are sent flying towards it, in addition to foes, gel and turrets. If foes enter the portal, they are KOed by the lack of oxygen. The portal stays onstage for 6 seconds, giving a small window to get everyone into it. |
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Submitted By: Marioman19
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