Character: Master Chief (Halo Franchise)
Size:
Tall, about 7ft, Taller than Samus
Speed:
Relatively fast for his size, Capt. Falcon speed while sprinting
Weight:
Heavy, Kazuya or Gannon weight
Strength:
Strong, Reference: Kazuya
Move List
Jab:
Mele, punching forward while holding weapon, inspired directly from source games. Single hit that doesn't launch opponent very far, but does a decent amount of damage, great set up for jab locks into combos. Reference: Roy
Up tilt:
Upward aimed Mele while holding weapon, single hit, comes out quickly, doesn't launch at low percent, great for juggling and combo set ups, less damage than jab. Reference: Little Mack
Down tilt:
Energy sword downward jab. Chief puts his weapon away and pulls out an energy sword, crouching and jabbing downward, this move has the farthest range of any of Chief's Mele moves. Reference: Marth
Forward tilt:
Forward stomp, followed by a Mele and an additional stomp that buries if the attack button is pressed multiple times. Comes out quickly, up to 3 hits if attack button is held or pressed repeatedly. 3rd hit will burry. Reference: Snake/Wii Fit
Forward aerial:
While holding weapon, Chief will lean backwards and kick both feet out towards his opponent, doing decent damage and launching his opponent at higher percent. Slower to come out than his other aerials. If Chief fast falls while doing this move he will land on his back and do a kip up to get back into neutral. Reference: Similar to Snake Back Air
Neutral aerial:
Mele, punching forward while holding weapon, swinging slightly upward to cover more area than his jab. Comes out very quickly but doesn't do much damage, great out of shield option to create a little distance
Back aerial:
Backwards kick while holding weapon, comes out relatively quickly. Reference: DK or Samus
Down aerial:
Downward tether, inspired directly from source games. Chief aims his tether directly beneath him. If it directly connects with an opponent, Chief will tether towards them, jumping off of their head and spiking them downwards. If it's not a direct hit, the tether will make the opponent flinch, but not do much damage. Reference: Similar to Joker/Byleth tether options
Up aerial:
Upward tether, similar to his down aerial. Chief aims his tether directly above him. If it directly connects with an opponent, Chief will tether towards them, jumping off of their head and spiking them downwards. If it's not a direct hit, the tether will make the opponent flinch, but not do much damage. Reference: Similar to Joker/Byleth tether options
Forward Smash:
Energy sword uppercut. Chief puts his weapon away and pulls out an energy sword, underhand swing, slashing up and out.
Down Smash:
Grav Hammer downward smash. Chief puts his weapon away and pull out a gravity hammer, swinging it over his head and slamming it into the ground in front of him. The shockwave covers both sides of him, hitting any opponent that gets too close. A direct hit has a chance of being a critical hit, dealing massive damage. Chief's slowest smash to come out, and be punished easily, especially from behind or above. If an opponent is in the air or vulnerable on a ledge when hit with the shock wave of this attack, they will be spiked downwards. Shockwave range and damage increase the longer the move is held. Reference: similar to Byleth down B
Up Smash:
Chief fires hit assault rifle into the air above him, relatively short range, explosive finish. Reference: Mii Gunner
Dash attack:
Chief leans forward slamming into his opponent with his shoulder. The longer he has been sprinting, the more damage this move does and the further it will launch his opponent. Reference: Samus, Capt. Falcon, Gannon
Crouch:
Chief crouches down on one knee, striking the classic "tea-bag" pose. He can walk back and forth while crouching.
Dodge:
Standard spot dodge
Roll:
Evade. Inspired directly from source games, Chief will dive forwards or backward out of harm's way and rolling to his feet, taking him slightly further than most character's roll.
Air Dodge:
Standard air dodge
Grab:
Tether, inspired directly from source games. Can be used to pick up items, grab ledges while in aerial, or grab opponents form a distance. If the opponent is heavier than Chief, Chief will be pulled to them! If the opponent is the same weight, they will meet in the middle. Reference: Samus, Lucas, Young Link, other tether characters.
Pummel:
Holding his opponent by the collar with one hand, Chief will pummel them over the head with his pistol.
Forward Throw:
Spartan kick to the chest, launching his opponent far.
Backward Throw:
CQC Back throw, rolling opponent over his knee and throwing them behind him. Reference: Snake
Down Throw:
Back Breaker. Chief raises his opponent over his head and brings them down over his knee, leaving them to rest on the ground next to him. Great set up for additional combos. Reference: Incineroar?
Up Throw:
Grenade stick. Chief pulls out a covenant sticky grenade and sticks it to his opponent before launching them in the air above him and detonating the grenade with a blast from his assault rifle. If this move is interrupted the grenade will stay attached to the opponent and will detonate in 2.5 seconds, but can be transferred to another opponent by passing by them.
Specials
B:
Switches Weapon. Chief carries 5 different weapons to choose from: Pistol, Plasma Pistol, Assault Riffle, Sniper Riffle, or Rocket Launcher. Holding B will allow Chief to rotate which weapon he is using, beginning with his standard pistol, release B to make the selection. The longer you hold B, the stronger the weapon that Chief will switch to, ending with the Rocket Launcher which takes the longest. Chief is vulnerable while switching weapons, and tapping B will return him to his default pistol. Tapping B repeatedly while the pistol is selected will fire the pistol. After a selection is made, Chief will continue to wield the selected weapon until a new selection is made, or until the weapon is out of ammo, at which point he will return to his default pistol. Reference: Similar to Pac-man.
Side B:
Fires Weapon. Each weapon has a set amount of ammo, or number of shots, and each weapon does more damage than the weapon before it:
Pistol has 8 shots, each shot doing exactly 2% damage for a max of 16% if every shot hits, providing zero knock back or flinch. Reference: Joker or Fox.
Plasma Pistol has 5 shots, each shot doing a base of 5%. Holding Side B with the plasma pistol equipped will charge the plasma pistol, which will automatically release when it's fully charged. Releasing a fully charged blast will damage Chief slightly. A charged blast will stun his opponent momentarily. The more charged the blast is, the longer the opponent will stay stunned. Releasing a fully charged blast will automatically use up all of the remaining shots, regardless of how many shots are remaining. Reference: Similar to Samus and Corrin.
Assault Riffle has 64 shots, fired incredibly rapidly, each shot doing only 0.5% damage for a max of 32% if every shot hits, providing very little knock back or flinch. Reference: Joker w/Arsène or Bayonetta.
Sniper Riffle has 4 shots, each doing 20% damage with a direct hit/headshot. Must be incredibly precise, to get a direct hit, otherwise each shot will only do 10%, with only 5% damage if the opponent is adjacent to Chief. This is great for long distance targets, firing in a straight line. The farther away the opponent, the more likely a direct hit will be. Reference: Similar to Byleth Neutral B.
Rocket Launcher has 2 shots and is Chief's strongest move, but also has the potential to damage himself. Each shot does a max of 45% with a direct hit, this is explosive and has a lot of knockback/launching power. Fires in a direct line, and if Chief is too close he will also take damage from the explosion and knockback.
Up B:
Jetpack, inspired directly from source games. Chief can still use attacks, specials and air dodge during and after use of his jetpack, however using it for too long will make it run out of fuel and Chief will fall out of the air. Fuel will have to recover before Chief can use the jetpack again. Reference: R.O.B.
Down B:
Armor Lock. Inspired directly from source games, while Chief is on the ground he will punch the ground, locking his armor in place and granting him invulnerability for up to 5 seconds or until the button is released. While in this state Chief is vulnerable to being grabbed. 5 seconds is the longest his armor can be locked and it takes the same amount of time for his armor lock to recharge to preform this move again. It takes Chief a little while to get out of end lag for this move, however if the armor lock is held to the full duration, the armor will create a little bit of a shock wave that is released, causing nearby opponents to flinch and giving Chief a chance to safely move out of range (Similar to DDD landing from his Up B). If this move is done in the air, Chief's thruster will send him straight down in an attempt to get him to the ground as fast as possible. This has the ability to spike opponents if hit directly, but Chief will drop very quickly, so be careful not to self destruct if not over a platform or solid ground. Reference: Hero performing Clank
Final Smash:
Target Locator. Inspired directly from source games, Chief uses a target locator to call in a spontaneous and powerful air strike on an opponent that has been locked on target. When B is pressed, the camera will zoom in on Chief's visor as he says "Thought I'd try shooting my way out, mix things up a bit." Chief then has a few seconds to lock onto his desired target before the air strike commences. If a target is not successfully located, the air strike will still commence, aiming directly at the last spot the target was hovering over. Any and all opponents nearby the locked on target are at risk of also taking significant damage from the explosions. Reference: Similar to Snake final smash.
Stuff
Entrance:
Chief drops in from an ODST drop pod, and as he clambers out he says his famous line of "you need a weapon?"
Up Taunt:
Chief brandishes his weapon toward the camera, saying his line "what are you looking at?"
Down Taunt:
Chief activates "active cammo" turning temporarily invisible.
Side Taunt:
Chief holsters his weapon, standing at attention and giving a military solute.
Stage:
Blood Gulch, inspired by the source games, large map complete with cliff faces, base structure near the cliff that can teleport you to the middle of the map, and a beach on the opposite end of the map. Map hazards include covenant forces driving/flying by in various vehicles, firing upon players.
Victory Screen 1:
Chief pulls Cortana hologram from the back of his helmet, as she appears and looks back at Chief she says "I
do know how to pick 'em"
Victory Screen 2:
Chief holsters his weapon and radio's to HQ "This is Master Chief, hostiles have been naturalized"
Victory Screen 3:
Zoom in on Chief's visor as he reloads his rifle and stands at attention.
Alternate's:
Default Classic Chief Army Green, Red (RvB), Blue (RvB), Yellow or Gold, Pink, Orange, Black, White.
Kirby hat:
Kirby wears Chief's helmet
Picture:
Master Chief (Smashified)
Game Icon:
Halo Logo
Stock Icon:
Chief's helmet simplified.
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