So I was initially gonna stick to just making movesets for the main seasons of Adventure Zone, but w
So I was initially gonna stick to just making movesets for the main seasons of Adventure Zone, but who am I to deny a polite request from Clint McElroy himself? I might delve into the other player characters from Commitment at some point, but for now, here’s Kardala (and Irene Baker)! As you might expect, Kardala is quite the heavy hitter. But in order to get the most out of her hits, she needs time to charge up. While she’s not at all agile, some of her special moves can giver her the space she needs to get some charge so that she can really let loose. Going out of order slightly, but it’s important to cover her neutral special first. So long as the button is held, Kardala will transform into Irene. As long as she is in this form, Kardala will gradually charge up. Irene can move and jump around a bit, but cannot attack. Kardala’s down special creates a sheet of ice on the floor. Foes touching the floor when the ice is created will take a small amount of damage and will slip, while those close to her will take more and be stuck in place. The range and damage of this moves depends on her charge. Kardala’s up special allows her to form a storm cloud overhead and travel up the lightning that crashes down from it. Having a higher charge will create a stronger lightning bolt, and allow Kardala to travel higher. Kardala’s side special has her clap her hands together and create a gust of wind. Those caught by the clap will take decent damage, while those in the gust will take light damage and be pushed back. The distance pushed depends on Kardala’s charge. Kardala’s finale has two effects. Firstly, it will max out Kardala’s charge for a short time, allowing her to put out full strength attacks one after another. Secondly, as long as it is active, static bolts will spring from Kardala and target any moving player for light damage. -- source link
#moose doodles#taz commitment#kardala#irene baker