Xenon
Weird, complicated character; double jump cancels, lots of mechanics
Specials
Up - Flash
- Can be canceled with shield before the jump
- Can grab ledge during animation
- Reduces gravity slightly
Side - Orb
- Shoots a slow projectile
- Projectile can be angled up or down
- If projectile is out, using move again will teleport to the projectile
- Projectile bounces off of shields and the stage
- Projectile can be destroyed if attacked by a strong enough move
Down - Alternate
- Builds charges (up to 6) for variant tap attacks, adding a charge creates a hitbox
- Can be canceled with shield
- When there is a charge available for variant tap attacks, all tap attacks get replaced with slightly different moves (WIP on exact moves)
Neutral - Compress
- When uncharged, gives short burst (4 frames) of strong armor
- When charged, maintains strong armor for 4 seconds, can be canceled into Orb, shield, jumps, or ended with shield hard press in air
Advice
- Space with fair, dtilt, nair, Orb
- Combo with up air, dair, bair, up tilt, normal up-tap, tipper fair (low percents), up throw, first hit nair
- KO with tipper fair, variant f-tap, f-tap, ftilt
- KO late with sourspot fair, variant down-tap, variant up-tap, up air, normal down-tap
- Down tilt is a set-knockback semi-spike
- Flash hitbox is also a set-knockback semi-spike
- Back air hits at a few different angles
- Down throw can lead into a tech chase
Double jump
- Can instant land at the start
- Loses momentum at the end of the animation, so can gain extra height by using a move at the right time to cancel it
- Can turn around with jump, and grab ledge
- Has strong armor for a few frames at the start of the animation