Helium
High air speed, initial dash is faster than run speed; has multiple air jumps
Specials
Up - Inflate
- Consumes double jumps, can be triggered multiple times
- Reversible
- Slightly better recovery per jump than normal air jumps
Side - Spark
- Pseudojump
- Multi-hit; first hit triggers behind and can be used as a single hit
- Holding special will prolong the attack
Down - Swoop
- Bounces back on hit with significantly less lag
Neutral - Seek
- Hits where the control stick is pointing when the hitbox comes out
Advice
- Space with fair, bair, nair, forward-tap
- Combo with dair, up air, late nair, d-tilt, f-tilt, dash attack
- KO with bair, nair 2, d-tap, gimps, f-tap
- Late KO with utilt, second hit uair, f-tap
- Nair has an optional second hit if A is pressed at the end of the animation
- Up throw leaves open to counter attacks, but does massive damage
- Back hit of up air always pulls forward, can be used to drag off stage
- Charging f-tap will slide forward further
- Utilt has a spike at the end of its animation
- Jab is a spike
- First hit of dash attack is a spike