Rivals of Aether

Rivals of Aether

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What if THE MARIONETTE (from fnaf 2) were in rivals of aether (moveset idea)
What if the marionette were in rivals:
She would be a very floaty and lightweight character, with 2 jumps. With most of her attacks, she will be using other fnaf 2 animatronics.

THE A ATTACK
for jab, the first hit can be spawning toy bonnie and the flinching jab would be him playing, like he is using bash jam from fnaf world.
For dash, the puppet will leap forward like her jumpscare animation. It will have a sweet spot at her head to launch foe to a fair distance. For side tilt, the puppet will summon toy chica to show her cupcake to the others. The cupcake will be what cause the damage. For up tilt, the puppet will have toy freddy to wave from left to right, like his sprite in the fnaf 2 newspaper for the job application.
for down tilt, she will summon BB with his balloon sticking forward. It's spamable, long and annoying. The annoying part is pretty fitting for BB.
For the side strong, she will spawn withered bonnie to screech forward and shoot small eye beam forward (fnaf world reference) it will be identical to R.O.B side smash, but when bonnie is spawned, it have a chance to bury any foe who is too close. Like R.O.B side smash, it can be angled.
For up strong, she would summon withered chica from low to above, completely protecting the marionette from any danage from above. The smash have 2 hit. One will drag the foes to her mouth, and for the second hit, withered chica will close her mouth, cause any foe near her mouth to be launched to the side and deal great damage.
For the down strong, the puppet will spawn withered foxy from behind her. Foxy will jump forward, bury anyone who is too close. If someone is touching foxy's mouth, his sweet spot will be VERY terrifying.
For ariels, all the attacks will be with the only animatronic that can climb on walls: mangle. For netrual ariel, mangle will spin with puppet like a propellor to inflict flinching damage to all foes, forward ariel can be a quick and hard bite forward from her fox head, the back air can be a weaker bite from her endo head, the up air can be a swing from left to right by one of her hands, and the down air can be a quick drop by her metal feet.

THE GIMMICKS
The puppet will have a small meter near the health bar of the most obvious thing there is: the windup music box meter. While the meter is charged, puppet is weaker but is much easier to control. If the meter is running out, puppet's attack are more powerful, but it is harder to control her movements and she lose the abillity to walljump. However, for smash, when the meter is out, it is possible to rewind it back so don't worry about it going all off. I personally advise to keep cranking up the box. When i say puppet is harder to control, for one thing, if she chase a foe, it is less likely for her to stop. So imagine it's like having a drift.

THE SPECIALS

The netrual special will be simply charge the box for full power. The meter will run slowly over time, let's say 1/16 each second? You will notice if the meter is out whenever the music change for "pop goes the weasel".
For side special, the marionette will use an abillity from fnaf world: prize ball. It cause a small ball to appear infront puppet. Any foe who is hitted by it or is near it while it automatically opened, will suffer a random debuff. Like being frozen, stunned, poisoned, etc. Just like fnaf world, it is completely random and unexpacted. Great way to keep foes off your back.
For up special, puppet will use another abillity from fnaf world: "Esc key". Unlike in fnaf world where it have a chance to kill multiple enemies, the screen will appear glitchy and then when it will fixed itself. puppet will appear in a fair distance in the air before entering a freefall.
the down special can be a counter. When entering the pose, puppet will be hidden inside lefty, an animatronic suit that puppet is piloting in fnaf 6. When the hit is successful, lefty will punch the foe for a great distance. But the suit will disappear afterward, since the suit took the damage for puppet. And no, there won't be special meter for the suit damage. It'll work like a regular counter.

Overall, the puppet moveset won't be much as fighting. Mostly, the puppet will be using friends she "made" in the fnaf games. Make sense why almost every attack she have involve another animatronic. But when play as puppet, you need to know how to use the specials to catch your foes at bad time. Like the game itself: make the foes busy dealing with your friends and when they don't realize it, go for the attack.

THE FINAL SMASH
For the puppet's final smash, She can send a withered golden freddy head forward into a foe and they will be dragged to the office in fnaf 2, where the music box is out of crack, and the puppet is jumping to the character (the view will be from the side to not scare anyone) and if the foe had more damage then 100% it is automatic KO.

THE OTHER STUFF

For colors, they can all resemble puppet's relatives. Firstly we have the normal mask, then we have each of the toys colors, (orange, cyan, yellow and pink) then we have green and black stripes, resemble phantom puppet, then we have the mask of nightmarionette, and for the last one, we can have alternative costume of the security puppet in fnaf 6.
For stage intro, we will see a box in the battle field and the puppet will emerge out of it as the box disappear.
For taunts, the first taunt can be the puppet says "i don't hate you, but you need to stay out of my way" the second one can be a crying child appear next to puppet as she caress his head to comfort him as she says "the others are under my protection", and the last can have the puppet to switch the kind of music used when you crank up the music box. (There will be the same cranking noise, but the music from the puppet will be more loud then before. Also, if puppet is fighting, the music will play in addition to the music in the background.)
And that is my idea for moveset if puppet were in rivals. Hope you guys liked it!
Last edited by gamingislife1987; 28 May @ 4:59am